File: CastleRenderer.TGLRenderer.html

package info (click to toggle)
castle-game-engine 5.2.0-3
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 185,428 kB
  • sloc: pascal: 260,781; cpp: 1,363; objc: 713; makefile: 537; xml: 496; sh: 480; php: 4
file content (242 lines) | stat: -rw-r--r-- 15,984 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: CastleRenderer: Class TGLRenderer</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TGLRenderer"></a><h1 class="cio">Class TGLRenderer</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a  href="CastleRenderer.html">CastleRenderer</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TGLRenderer = class(TObject)</code></p>
<h2 class="description">Description</h2>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TGLRenderer</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a  href="CastleRenderer.TGLRenderer.html#PrepareRenderShape">PrepareRenderShape</a></b>: Cardinal;</code></td>
</tr>
</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a  href="CastleRenderer.TGLRenderer.html#Create">Create</a></b>(AttributesClass: <a  href="CastleRenderer.html#TRenderingAttributesClass">TRenderingAttributesClass</a>; ACache: <a  href="CastleRenderer.TGLRendererContextCache.html">TGLRendererContextCache</a>);</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>destructor <b><a  href="CastleRenderer.TGLRenderer.html#Destroy">Destroy</a></b>; override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TGLRenderer.html#Prepare">Prepare</a></b>(Shape: <a  href="CastleRenderer.TX3DRendererShape.html">TX3DRendererShape</a>);</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TGLRenderer.html#UnprepareTexture">UnprepareTexture</a></b>(Node: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>);</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TGLRenderer.html#UnprepareAll">UnprepareAll</a></b>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TGLRenderer.html#RenderBegin">RenderBegin</a></b>(ABaseLights: <a  href="X3DNodes.TLightInstancesList.html">TLightInstancesList</a>; LightRenderEvent: <a  href="CastleRenderer.html#TLightRenderEvent">TLightRenderEvent</a>; const APass: <a  href="Castle3D.html#TRenderingPass">TRenderingPass</a>);</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TGLRenderer.html#RenderEnd">RenderEnd</a></b>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TGLRenderer.html#RenderShape">RenderShape</a></b>(Shape: <a  href="CastleRenderer.TX3DRendererShape.html">TX3DRendererShape</a>; Fog: <a  href="X3DNodes.IAbstractFogObject.html">IAbstractFogObject</a>);</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TGLRenderer.html#UpdateGeneratedTextures">UpdateGeneratedTextures</a></b>(Shape: <a  href="CastleShapes.TShape.html">TShape</a>; TextureNode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>; const Render: <a  href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; CurrentViewpoint: <a  href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>; CameraViewKnown: boolean; const CameraPosition, CameraDirection, CameraUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRenderer.TGLRenderer.html#PrepareScreenEffect">PrepareScreenEffect</a></b>(Node: <a  href="X3DNodes.TScreenEffectNode.html">TScreenEffectNode</a>);</code></td>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TGLRenderer.html#Attributes">Attributes</a></b>: <a  href="CastleRenderer.TRenderingAttributes.html">TRenderingAttributes</a> read FAttributes;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRenderer.TGLRenderer.html#Cache">Cache</a></b>: <a  href="CastleRenderer.TGLRendererContextCache.html">TGLRendererContextCache</a> read FCache;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PrepareRenderShape"></a><code><b>PrepareRenderShape</b>: Cardinal;</code></td>
</tr>
<tr><td colspan="2">
<p>
If &gt; 0, <a class="normal" href="CastleRenderer.TGLRenderer.html#RenderShape">RenderShape</a> will not actually render, only prepare per-shape resources for fast rendering (arrays and vbos).</p>
</td></tr>
</table>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AttributesClass: <a  href="CastleRenderer.html#TRenderingAttributesClass">TRenderingAttributesClass</a>; ACache: <a  href="CastleRenderer.TGLRendererContextCache.html">TGLRendererContextCache</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Constructor. Always pass a cache instance &mdash; preferably, something created and used by many scenes.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Prepare"></a><code>procedure <b>Prepare</b>(Shape: <a  href="CastleRenderer.TX3DRendererShape.html">TX3DRendererShape</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Prepare given Shape for rendering. Between preparing and unpreparing, nodes passed here are &quot;frozen&quot;: do not change, do not free them.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="UnprepareTexture"></a><code>procedure <b>UnprepareTexture</b>(Node: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Release resources for this texture.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="UnprepareAll"></a><code>procedure <b>UnprepareAll</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Release every OpenGL and VRML resource. That is release any knowledge connecting us to the current OpenGL context and any knowledge about your prepared VRML nodes, states etc.

<p>Calling <code>UnprepareAll</code> is valid (and ignored) call if everything is already released.

<p>Destructor callls <code>UnprepareAll</code> automatically. So be sure to either call <code>UnprepareAll</code> or destroy this renderer when your OpenGL context is still active.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="RenderBegin"></a><code>procedure <b>RenderBegin</b>(ABaseLights: <a  href="X3DNodes.TLightInstancesList.html">TLightInstancesList</a>; LightRenderEvent: <a  href="CastleRenderer.html#TLightRenderEvent">TLightRenderEvent</a>; const APass: <a  href="Castle3D.html#TRenderingPass">TRenderingPass</a>);</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="RenderEnd"></a><code>procedure <b>RenderEnd</b>;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="RenderShape"></a><code>procedure <b>RenderShape</b>(Shape: <a  href="CastleRenderer.TX3DRendererShape.html">TX3DRendererShape</a>; Fog: <a  href="X3DNodes.IAbstractFogObject.html">IAbstractFogObject</a>);</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="UpdateGeneratedTextures"></a><code>procedure <b>UpdateGeneratedTextures</b>(Shape: <a  href="CastleShapes.TShape.html">TShape</a>; TextureNode: <a  href="X3DNodes.TAbstractTextureNode.html">TAbstractTextureNode</a>; const Render: <a  href="Castle3D.html#TRenderFromViewFunction">TRenderFromViewFunction</a>; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; CurrentViewpoint: <a  href="X3DNodes.TAbstractViewpointNode.html">TAbstractViewpointNode</a>; CameraViewKnown: boolean; const CameraPosition, CameraDirection, CameraUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Update generated texture for this shape.

<p>NeedsRestoreViewport will be set to <code>True</code> if viewport was (possibly) changed by this procedure (otherwise, NeedsRestoreViewport will not be modified).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PrepareScreenEffect"></a><code>procedure <b>PrepareScreenEffect</b>(Node: <a  href="X3DNodes.TScreenEffectNode.html">TScreenEffectNode</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Load GLSL shader for the ScreenEffect node. Makes sure that Node.ShaderLoaded is true. When changing Node.ShaderLoaded false to true tries to initialize the shader, setting Node.Shader if some GLSL program was successfully loaded.

<p>The GLSL program (<a class="normal" href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>) will be stored here, and will be automatically freed during <a class="normal" href="CastleRenderer.TGLRenderer.html#UnprepareAll">UnprepareAll</a> call.</p>
</td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Attributes"></a><code>property <b>Attributes</b>: <a  href="CastleRenderer.TRenderingAttributes.html">TRenderingAttributes</a> read FAttributes;</code></td>
</tr>
<tr><td colspan="2">
<p>
Rendering attributes. You can change them only when renderer is not tied to the current OpenGL context, so only after construction or after <a class="normal" href="CastleRenderer.TGLRenderer.html#UnprepareAll">UnprepareAll</a> call (before any Prepare or Render* calls).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Cache"></a><code>property <b>Cache</b>: <a  href="CastleRenderer.TGLRendererContextCache.html">TGLRendererContextCache</a> read FCache;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<!-- Piwik -->
<script type="text/javascript">
  var _paq = _paq || [];
  _paq.push(["trackPageView"]);
  _paq.push(["enableLinkTracking"]);

  (function() {
    var u=(("https:" == document.location.protocol) ? "https" : "http") + "://michalis.ii.uni.wroc.pl/piwik-castle-engine/";
    _paq.push(["setTrackerUrl", u+"piwik.php"]);
    _paq.push(["setSiteId", "1"]);
    var d=document, g=d.createElement("script"), s=d.getElementsByTagName("script")[0]; g.type="text/javascript";
    g.defer=true; g.async=true; g.src=u+"piwik.js"; s.parentNode.insertBefore(g,s);
  })();
</script>
<!-- End Piwik Code -->

<noscript>
<!-- Piwik Image Tracker -->
<img src="http://michalis.ii.uni.wroc.pl/piwik-castle-engine/piwik.php?idsite=1&amp;rec=1" style="border:0" alt="" />
<!-- End Piwik -->
</noscript>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a  href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2015-06-15 04:43:11</em>
</span>
</td></tr></table></body></html>