CAST II Game Engine |
||||||||
![]() |
MAIN | FEATURES | SCREENSHOTS | FORUMS | MANUAL | DOWNLOADS | CONTACTS | |
type TVisible = class(TProcessing)
TProcessing > TBaseProcessing > TItem > TBaseItem| Name | Description | |
|---|---|---|
![]() | BlendMatrices | |
![]() | FCurrentTesselator | Reference to current tesselator |
![]() | FCurTechnique | Current render technique |
![]() | FCustomLighting | True if the item should be lit by its own code |
![]() | FTesselatorKind | Determines what kind tesselator will be used to tesselated the item |
![]() | FTesselators | A set of tesselators used to geometrically represent the item in various LOD's |
![]() | IndexInPass | Index in TRenderPass.Items array |
![]() | RetrieveTextureMatrix | ToDO: optimize |
![]() | constructor Create(AManager: TItemsManager); override; |
![]() | destructor Destroy; override; |
![]() | procedure AddProperties(const Result: Props.TProperties); override; |
![]() | procedure AddToPasses; |
![]() | procedure BeginLighting; |
![]() | function CalculateLighting(const ALight: TLight): Boolean; |
![]() | procedure DoHide; |
![]() | procedure DoShow; |
![]() | function GetMaterial: TMaterial; |
![]() | function GetSortValue(const Camera: TCamera): Single; virtual; |
![]() | function GetTesselatorClass: CTesselator; virtual; |
![]() | procedure HandleMessage(const Msg: TMessage); override; |
![]() | procedure Hide; virtual; |
![]() | class function IsAbstract: Boolean; override; |
![]() | function isActuallyVisible: Boolean; |
![]() | function isParentsVisible: Boolean; |
![]() | procedure OnInit; override; |
![]() | procedure OnSceneAdd; override; |
![]() | procedure OnSceneRemove; override; |
![]() | procedure RemoveFromPasses; |
![]() | procedure Render; virtual; |
![]() | procedure RetrieveShaderConstants(var ConstList: TShaderConstants); virtual; |
![]() | procedure SetCurrentLOD(const Value: Single); virtual; |
![]() | procedure SetCurTechnique(const Value: TTechnique); |
![]() | procedure SetMaterial(Value: TMaterial); |
![]() | procedure SetMesh; virtual; |
![]() | procedure SetParent(NewParent: TItem); override; |
![]() | procedure SetProperties(Properties: Props.TProperties); override; |
![]() | procedure SetState(const Value: TSet32); override; |
![]() | procedure Show; virtual; |
![]() | function VisibilityCheck(const Camera: TCamera): Boolean; virtual; |
![]() | constructor Create(AManager: TItemsManager); override; |
![]() | destructor Destroy; override; |
![]() | procedure AddProperties(const Result: Props.TProperties); override; |
![]() | procedure AddToPasses; |
![]() | procedure BeginLighting; |
Prepares the item and tesselator for manual lighting. Called automatically.
![]() | function CalculateLighting(const ALight: TLight): Boolean; |
Calls tesselator to perform manual lighting calculation
![]() | procedure DoHide; |
![]() | procedure DoShow; |
![]() | function GetMaterial: TMaterial; |
![]() | function GetSortValue(const Camera: TCamera): Single; virtual; |
Returns value by which to sort items containing sorted order passes in material
![]() | function GetTesselatorClass: CTesselator; virtual; |
Returns class of tesselator which will represent the item geometrically
![]() | procedure HandleMessage(const Msg: TMessage); override; |
![]() | procedure Hide; virtual; |
Hides the item
![]() | class function IsAbstract: Boolean; override; |
![]() | function isActuallyVisible: Boolean; |
Returns True if visibility mask of the item and all its parents has isVisible flag included
![]() | function isParentsVisible: Boolean; |
Returns True if visibility mask of all parents has isVisible flag included
![]() | procedure OnInit; override; |
![]() | procedure OnSceneAdd; override; |
![]() | procedure OnSceneRemove; override; |
![]() | procedure RemoveFromPasses; |
![]() | procedure Render; virtual; |
Should be overriden to render item indirectly or other custom rendering mode
![]() | procedure RetrieveShaderConstants(var ConstList: TShaderConstants); virtual; |
To specify shader constants an item class should override this method
![]() | procedure SetCurrentLOD(const Value: Single); virtual; |
![]() | procedure SetCurTechnique(const Value: TTechnique); |
![]() | procedure SetMaterial(Value: TMaterial); |
![]() | procedure SetMesh; virtual; |
![]() | procedure SetParent(NewParent: TItem); override; |
![]() | procedure SetProperties(Properties: Props.TProperties); override; |
![]() | procedure SetState(const Value: TSet32); override; |
![]() | procedure Show; virtual; |
Shows the item
![]() | function VisibilityCheck(const Camera: TCamera): Boolean; virtual; |
If the item is visible through the given camera returns True and sets current tesselator according to needed detail level
![]() | property CurrentLOD: Single; |
![]() | property CurrentTesselator: TTesselator; |
![]() | property CurTechnique: TTechnique; |
![]() | property CustomLighting: Boolean; |
![]() | property Material: TMaterial; |
![]() | property TesselatorKind: TTesselatorKind; |
![]() | property CurrentLOD: Single; |
![]() | property CurrentTesselator: TTesselator; |
![]() | property CurTechnique: TTechnique; |
![]() | property CustomLighting: Boolean; |
True if the item should be lit by its own code
![]() | property Material: TMaterial; |
![]() | property TesselatorKind: TTesselatorKind; |
write SetCurTechnique
|
Last modified: Jan 6, 2010 |