CAST II Game Engine

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Units
Class Hierarchy
Classes, Interfaces and Objects
Types
Enumerations
Variables
Constants
Functions and Procedures
Identifiers

Class TVisible

Unit

C2Visual

Declaration

type TVisible = class(TProcessing)

Description

 

Hierarchy

TProcessing > TBaseProcessing > TItem > TBaseItem

Fields

 NameDescription
PublicBlendMatrices 
ProtectedFCurrentTesselatorReference to current tesselator
ProtectedFCurTechniqueCurrent render technique
ProtectedFCustomLighting 
ProtectedFTesselatorKindDetermines what kind tesselator will be used to tesselated the item
ProtectedIndexInPassIndex in TRenderPass.Items array
PublicRetrieveTextureMatrixToDO: optimize
PublicVisibilityCheck/ Called every frame as last instance of visibility check. Assigned by default to DefaultVisibilityCheck. Should not be nil.

Methods

Overview

Publicconstructor Create(AManager: TItemsManager); override;
Publicdestructor Destroy; override;
Publicprocedure AddProperties(const Result: Props.TProperties); override;
Protectedprocedure AddToPasses;
Publicprocedure BeginLighting;
Publicfunction CalculateLighting(const ALight: TLight): Boolean;
Protectedfunction DefaultVisibilityCheck(const Camera: TCamera): Boolean;
Protectedprocedure DoHide;
Protectedprocedure DoShow;
Protectedfunction GetMaterial: TMaterial;
Publicfunction GetSortValue(const Camera: TCamera): Single; virtual;
Publicfunction GetTesselatorClass: CTesselator; virtual;
Publicprocedure HandleMessage(const Msg: TMessage); override;
Publicprocedure Hide; virtual;
Publicclass function IsAbstract: Boolean; override;
Protectedfunction isActuallyVisible: Boolean;
Protectedfunction isParentsVisible: Boolean;
Publicprocedure OnInit; override;
Publicprocedure OnSceneAdd; override;
Publicprocedure OnSceneRemove; override;
Protectedprocedure RemoveFromPasses;
Publicprocedure Render; virtual;
Publicprocedure RetrieveShaderConstants(var ConstList: TShaderConstants); virtual;
Protectedprocedure SetCurrentLOD(const Value: Single); virtual;
Protectedprocedure SetCurTechnique(const Value: TTechnique);
Protectedprocedure SetMaterial(Value: TMaterial);
Protectedprocedure SetMesh; virtual;
Protectedprocedure SetParent(NewParent: TItem); override;
Publicprocedure SetProperties(Properties: Props.TProperties); override;
Protectedprocedure SetState(const Value: TSet32); override;
Publicprocedure Show; virtual;

Description

Publicconstructor Create(AManager: TItemsManager); override;

 

Publicdestructor Destroy; override;

 

Publicprocedure AddProperties(const Result: Props.TProperties); override;

Manual lighting

Protectedprocedure AddToPasses;

 

Publicprocedure BeginLighting;

Used for manual rendering only

Publicfunction CalculateLighting(const ALight: TLight): Boolean;

Manual lighting begin

Protectedfunction DefaultVisibilityCheck(const Camera: TCamera): Boolean;

 

Protectedprocedure DoHide;

 

Protectedprocedure DoShow;

 

Protectedfunction GetMaterial: TMaterial;

 

Publicfunction GetSortValue(const Camera: TCamera): Single; virtual;

 

Publicfunction GetTesselatorClass: CTesselator; virtual;

 

Publicprocedure HandleMessage(const Msg: TMessage); override;

 

Publicprocedure Hide; virtual;

 

Publicclass function IsAbstract: Boolean; override;

 

Protectedfunction isActuallyVisible: Boolean;

Returns True if visibility mask of the item and all its parents has isVisible flag included

Protectedfunction isParentsVisible: Boolean;

Returns True if visibility mask of all parents has isVisible flag included

Publicprocedure OnInit; override;

 

Publicprocedure OnSceneAdd; override;

 

Publicprocedure OnSceneRemove; override;

 

Protectedprocedure RemoveFromPasses;

 

Publicprocedure Render; virtual;

For sorted items

Publicprocedure RetrieveShaderConstants(var ConstList: TShaderConstants); virtual;

 

Protectedprocedure SetCurrentLOD(const Value: Single); virtual;

 

Protectedprocedure SetCurTechnique(const Value: TTechnique);

 

Protectedprocedure SetMaterial(Value: TMaterial);

 

Protectedprocedure SetMesh; virtual;

 

Protectedprocedure SetParent(NewParent: TItem); override;

 

Publicprocedure SetProperties(Properties: Props.TProperties); override;

 

Protectedprocedure SetState(const Value: TSet32); override;

 

Publicprocedure Show; virtual;

 

Properties

Overview

Publicproperty CurrentLOD: Single;
Publicproperty CurrentTesselator: TTesselator;
Publicproperty CurTechnique: TTechnique;
Publicproperty CustomLighting: Boolean;
Publicproperty Material: TMaterial;
Publicproperty TesselatorKind: TTesselatorKind;

Description

Publicproperty CurrentLOD: Single;

 

Publicproperty CurrentTesselator: TTesselator;

 

Publicproperty CurTechnique: TTechnique;

 

Publicproperty CustomLighting: Boolean;

 

Publicproperty Material: TMaterial;

 

Publicproperty TesselatorKind: TTesselatorKind;

write SetCurTechnique

Last modified: 4 Jul, 2008
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