Class TEffectNode

Unit

Declaration

type TEffectNode = class(TAbstractChildNode)

Description

Shader effect, that can be composed with other effect or standard rendering. See https://castle-engine.io/compositing_shaders.php .

Hierarchy

Overview

Methods

Protected procedure GroupBeforeTraverse(const State: TX3DGraphTraverseState; var WasPointingDeviceSensor: Boolean); override;
Public constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override;
Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;
Public procedure SetParts(const Value: array of TEffectPartNode);

Properties

Public property FdLanguage: TSFStringEnum read FFdLanguage;
Public property Language: TShaderLanguage read GetLanguage write SetLanguage;
Public property FdEnabled: TSFBool read FFdEnabled;
Public property Enabled: Boolean read GetEnabled write SetEnabled;
Public property FdParts: TMFNode read FFdParts;
Public property FdUniformMissing: TSFStringEnum read FFdUniformMissing;
Public property UniformMissing: TUniformMissing read GetUniformMissing write SetUniformMissing;

Description

Methods

Protected procedure GroupBeforeTraverse(const State: TX3DGraphTraverseState; var WasPointingDeviceSensor: Boolean); override;
 
Public constructor Create(const AX3DName: String = ''; const ABaseUrl: String = ''); override;
 
Public procedure CreateNode; override;
 
Public class function ClassX3DType: string; override;
 
Public procedure SetParts(const Value: array of TEffectPartNode);
 

Properties

Public property FdLanguage: TSFStringEnum read FFdLanguage;

Internal wrapper for property Language. This wrapper API may change, we advise to access simpler Language instead.

Public property Language: TShaderLanguage read GetLanguage write SetLanguage;

Shading language. Only the GLSL (OpenGL Shading Language) is actually supported. The default value, empty string, is equivalent to GLSL.

Public property FdEnabled: TSFBool read FFdEnabled;

Internal wrapper for property Enabled. This wrapper API may change, we advise to access simpler Enabled instead.

Public property Enabled: Boolean read GetEnabled write SetEnabled;
 
Public property FdParts: TMFNode read FFdParts;

Internal wrapper for property Parts. This wrapper API may change, we advise to access simpler Parts instead.

Public property FdUniformMissing: TSFStringEnum read FFdUniformMissing;

Internal wrapper for property UniformMissing. This wrapper API may change, we advise to access simpler UniformMissing instead.

Public property UniformMissing: TUniformMissing read GetUniformMissing write SetUniformMissing;

Should we report a missing uniform value. Setting this to umWarning (default) is useful to spot simple mistakes in naming uniforms. On the other hand, OpenGL aggressively removes unused uniforms from code, and it may cause spurious messages that some uniform is missing – even though the shader is correct, is just doesn't use some uniform value e.g. because no lights are present on the current scene.


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