Class TGLGeneratedShadowMap

DescriptionHierarchyFieldsMethodsProperties

Unit

Declaration

type TGLGeneratedShadowMap = class(TGLSingleTextureNode)

Description

no description available, TGLSingleTextureNode description follows

Common class for all single (not multi-texture) texture nodes.

Implements EnableAll method, by calling Enable call. Override only Enable in descendants.

Hierarchy

Overview

Fields

Public GLName: TGLuint;
Public Size: Cardinal;
Public VisualizeDepthMap: boolean;

Methods

Protected class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;
Protected procedure PrepareCore(State: TX3DGraphTraverseState); override;
Public function TextureNode: TGeneratedShadowMapNode;
Public procedure Unprepare; override;
Public function Bind(const TextureUnit: Cardinal): boolean; override;
Public function Enable(const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean; override;
Public procedure Update( const Render: TRenderFromViewFunction; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; Light: TAbstractLightNode);
Public class function ClassVarianceShadowMaps(Attributes: TRenderingAttributes): boolean;

Description

Fields

Public GLName: TGLuint;
 
Public Size: Cardinal;

The right size of the texture, that satisfies all OpenGL sizes requirements.

Public VisualizeDepthMap: boolean;

Do we visualize depth map, because of Attributes.VisualizeDepthMap or compareMode = NONE.

Methods

Protected class function IsClassForTextureNode(ANode: TAbstractTextureNode): boolean; override;
 
Protected procedure PrepareCore(State: TX3DGraphTraverseState); override;
 
Public function TextureNode: TGeneratedShadowMapNode;
 
Public procedure Unprepare; override;
 
Public function Bind(const TextureUnit: Cardinal): boolean; override;
 
Public function Enable(const TextureUnit: Cardinal; Shader: TShader; const Env: TTextureEnv): boolean; override;
 
Public procedure Update( const Render: TRenderFromViewFunction; const ProjectionNear, ProjectionFar: Single; var NeedsRestoreViewport: boolean; Light: TAbstractLightNode);
 
Public class function ClassVarianceShadowMaps(Attributes: TRenderingAttributes): boolean;

Check would we use Variance Shadow Maps with current ARenderer attributes and OpenGL version/extensions.


Generated by PasDoc 0.13.0 on 2014-08-30 12:10:39