Class TCastleScene
Unit
Declaration
type TCastleScene = class(TCastleSceneCore)
Description
Complete loading, processing and rendering of a scene. This is a descendant of TCastleSceneCore that adds efficient rendering.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleTransform
- TX3DEventsEngine
- TCastleSceneCore
- TCastleScene
Overview
Fields
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InternalVisibilityTest: TTestShapeVisibility; |
Methods
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function CreateShape(const AGeometry: TAbstractGeometryNode; const AState: TX3DGraphTraverseState; const ParentInfo: PTraversingInfo): TShape; override; |
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procedure InternalInvalidateBackgroundRenderer; override; |
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procedure LocalRender(const Params: TRenderParams); override; |
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procedure LocalRenderShadowVolume(const Params: TRenderParams; const ShadowVolumeRenderer: TBaseShadowVolumeRenderer); override; |
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procedure ChangeWorld(const Value: TCastleAbstractRootTransform); override; |
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
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procedure GLContextClose; override; |
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procedure PrepareResources(const Options: TPrepareResourcesOptions; const Params: TPrepareParams); override; deprecated 'this is internal; use TCastleViewport.PrepareResources to prepare transformations'; |
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procedure BeforeNodesFree(const InternalChangedAll: boolean = false); override; |
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function HasColliderMesh: Boolean; override; |
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procedure ColliderMesh(const TriangleEvent: TTriangleEvent); override; |
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procedure FreeResources(Resources: TSceneFreeResources); override; |
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function Attributes: TCastleRenderOptions; deprecated 'use RenderOptions'; |
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procedure InternalCameraChanged; override; |
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function InternalScreenEffectsCount: Integer; |
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function InternalScreenEffectsNeedDepth: boolean; |
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function Clone(const AOwner: TComponent): TCastleScene; |
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function WasVisible: Boolean; |
Properties
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property ShapeFrustumCulling: Boolean
read FShapeFrustumCulling write SetShapeFrustumCulling default true; |
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property SceneFrustumCulling: Boolean
read FSceneFrustumCulling write FSceneFrustumCulling default true; |
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property ReceiveShadowVolumes: boolean
read FReceiveShadowVolumes write FReceiveShadowVolumes default true; |
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property DistanceCulling: Single
read FDistanceCulling write SetDistanceCulling default 0; |
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property RenderOptions: TCastleRenderOptions read FRenderOptions; |
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property CastGlobalLights: Boolean
read FCastGlobalLights write SetCastGlobalLights default false; |
Description
Fields
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InternalVisibilityTest: TTestShapeVisibility; |
Internal override test visibility. |
Methods
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function CreateShape(const AGeometry: TAbstractGeometryNode; const AState: TX3DGraphTraverseState; const ParentInfo: PTraversingInfo): TShape; override; |
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procedure InternalInvalidateBackgroundRenderer; override; |
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procedure LocalRender(const Params: TRenderParams); override; |
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procedure LocalRenderShadowVolume(const Params: TRenderParams; const ShadowVolumeRenderer: TBaseShadowVolumeRenderer); override; |
Render shadow volume (sides and caps) of this scene, for shadow volume algorithm. Uses ShadowVolumeRenderer for rendering, and to detect if rendering is necessary at all. It always uses silhouette optimization. This is the usual, fast method of rendering shadow volumes. All shadow quads are generated from scene triangles transformed by ParentTransform. We must be able to correctly detect front and back facing triangles with respect to light position, so ShadowVolumeRenderer.LightPosition and "this scene transformed by ParentTransform" must be in the same coordinate system. If ParentTransformIsIdentity then ParentTransform value is ignored and everything works like ParentTransform = identity matrix (and is a little faster in this special case). Uses TrianglesListShadowCasters and ManifoldEdges and BorderEdges (so you may prefer to prepare it before, e.g. by calling PrepareResources with prShadowVolume included). We look at some RenderOptions, like RenderOptions.Blending, because transparent triangles have to be handled a little differently, and when RenderOptions.Blending = false then all triangles are forced to be opaque. In other words, this takes RenderOptions into account, to cooperate with our Render method. ShadowVolumeRenderer.LightPosition is the light position. ShadowVolumeRenderer.LightPosition[3] must be 1 (to indicate positional light) or 0 (a directional light). It's expected that ShadowVolumeRenderer is already initialized by ShadowVolumeRenderer.InitFrustumAndLight. Faces (both shadow quads and caps) are rendered such that CCW <=> you're looking at it from outside (i.e. it's considered front face of this shadow volume). |
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procedure ChangeWorld(const Value: TCastleAbstractRootTransform); override; |
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
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procedure GLContextClose; override; |
Destroy any associations of this object with current OpenGL context. For example, release any allocated texture names. Generally speaking, destroys everything that is allocated by PrepareResources call. It's harmless to call this method when there are already no associations with current OpenGL context. This is called automatically from the destructor. |
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procedure PrepareResources(const Options: TPrepareResourcesOptions; const Params: TPrepareParams); override; deprecated 'this is internal; use TCastleViewport.PrepareResources to prepare transformations'; |
Warning: this symbol is deprecated: this is internal; use TCastleViewport.PrepareResources to prepare transformations |
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procedure BeforeNodesFree(const InternalChangedAll: boolean = false); override; |
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function HasColliderMesh: Boolean; override; |
Does this transform have a collision mesh that TCastleMeshCollider can use. |
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procedure ColliderMesh(const TriangleEvent: TTriangleEvent); override; |
Enumerate triangles for a collision mesh that TCastleMeshCollider can use. |
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procedure FreeResources(Resources: TSceneFreeResources); override; |
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function Attributes: TCastleRenderOptions; deprecated 'use RenderOptions'; |
Warning: this symbol is deprecated: use RenderOptions |
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procedure InternalCameraChanged; override; |
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function InternalScreenEffectsCount: Integer; |
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function InternalScreenEffectsNeedDepth: boolean; |
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function Clone(const AOwner: TComponent): TCastleScene; |
Create a scene with the same contents (X3D scene graph) as this one. The created scene has exactly the same class as this one (we use ClassType.Create to call a virtual constructor). Note that this does not copy other scene properties, like ProcessEvents or Spatial or RenderOptions contents. |
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function WasVisible: Boolean; |
Whether the scene was (potentially, at least partially) visible in the last rendering event. The "was visible" means that "some shape was visible", that is: some shape passed frustum culling, distance culling and occlusion culling (see https://castle-engine.io/occlusion_culling ) tests. The result of this method is not affected by:
To summarize and emphasize: for this method, only the visibility of shapes within this scene matters. If this scene instance is used multiple times within some viewport, or when multiple viewports render the same scene, then it is enough that at least one shape in one of the scene instances was visible last frame. TODO: For now, occlusion culling doesn't affect this, i.e. if the scene is not visible because occlusion culling. |
Properties
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property ShapeFrustumCulling: Boolean
read FShapeFrustumCulling write SetShapeFrustumCulling default true; |
Improve performance of rendering by checking for each shape whether it is inside frustum (camera pyramid of view) before rendering. This is almost always a good idea. Exception may be when, in the most common scene position, all the shapes are inside the frustum, or all the shapes are outside the frustum. In this case this check is wasting time, and it matters if you have a lot of shapes. In such case, SceneFrustumCulling will be enough. |
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property ReceiveShadowVolumes: boolean
read FReceiveShadowVolumes write FReceiveShadowVolumes default true; |
Does this scene receive shadows by shadow volumes. |
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property DistanceCulling: Single
read FDistanceCulling write SetDistanceCulling default 0; |
Cull shapes farther than this distance. Ignored if <= 0. |
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property RenderOptions: TCastleRenderOptions read FRenderOptions; |
Rendering options. You are free to change them at any time. |
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property CastGlobalLights: Boolean
read FCastGlobalLights write SetCastGlobalLights default false; |
Lights defines by given scene shine on everything in the viewport, including all other TCastleScene. |
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