Class TCastleViewport
Unit
Declaration
type TCastleViewport = class(TCastleScreenEffects)
Description
Viewport displays a tree of scenes and transformations (TCastleTransform and TCastleScene). Add the scenes and transformations to Items.
For some features, that require a notion of "main" scene, it is useful to set Items.MainScene. See the TCastleRootTransform.MainScene docs.
Each viewport has a Camera with a position and orientation. The initial camera may be auto-detected if AutoCamera.
Viewport may also have a Navigation that allows to move camera by keyboard, mouse and other inputs. You can use any navigation method implemented in the engine (TCastleExamineNavigation, TCastleWalkNavigation, TCastleThirdPersonNavigation) or implement your own (you can create your own descendants of TCastleNavigation, or just move/rotate the camera by calling TCastleCamera.SetView from anywhere). The inital navigation method may be auto-detected if AutoNavigation.
Viewport may clear the screen at the beginning, with a solid color or using a TAbstractBackgroundNode defined in Items.MainScene. This way you can use e.g. a skybox. You can control this using Transparent, BackgroundColor properties.
Viewport may also add headlight to the scene, see Items.UseHeadlight.
Multiple viewports can display the same world. To do this, simply copy Items reference from one TCastleViewport to another. You can also just create your own TCastleRootTransform instance and then assign it to multiple viewports. This allows e.g. to make a split-screen game (played by 2 people, with 2 viewports, on a single monitor). Or you can show in a 3D FPS game an additional view from some security camera, or from a flying rocket. For examples of using multiple viewports see:
Explanation with an example: https://castle-engine.io/manual_2d_user_interface.php#section_viewport
Example in engine sources: examples/3d_rendering_processing/multiple_viewports.lpr
Example in engine sources: examples/fps_game/
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TInputListener
- TCastleUserInterface
- TCastleScreenEffects
- TCastleViewport
Overview
Fields
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nested const DefaultScreenSpaceAmbientOcclusion = false; |
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nested const DefaultScreenSpaceReflections = False; |
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nested const DefaultScreenSpaceReflectionsSurfaceGlossiness = 0.5; |
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nested const DefaultUseGlobalLights = true; |
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nested const DefaultUseGlobalFog = true; |
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nested const DefaultShadowVolumes = true; |
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nested const DefaultBackgroundColor: TVector4 = (Data: (0.1, 0.1, 0.1, 1)); |
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nested const Default2DProjectionFar = 1000.0; |
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nested const Default2DCameraZ = Default2DProjectionFar / 2; |
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nested const DefaultPrepareOptions = [prRenderSelf, prRenderClones, prBackground, prBoundingBox, prScreenEffects]; |
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var CustomRenderingPass: TUserRenderingPass; |
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InternalPointingDeviceDragging: Boolean; |
Methods
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function CalculateProjection: TProjection; virtual; |
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procedure InitializeLights(const Lights: TLightInstancesList); virtual; |
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procedure RenderFromViewEverything(const RenderingCamera: TRenderingCamera); virtual; |
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procedure RenderFromView3D(const Params: TRenderParams); virtual; |
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function Background: TBackground; virtual; |
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procedure Render3D(const Params: TRenderParams); virtual; |
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procedure Notification(AComponent: TComponent; Operation: TOperation); override; |
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function GetScreenEffects(const Index: Integer): TGLSLProgram; virtual; |
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function InternalExtraGetScreenEffects(const Index: Integer): TGLSLProgram; override; |
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function InternalExtraScreenEffectsCount: Integer; override; |
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function InternalExtraScreenEffectsNeedDepth: Boolean; override; |
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procedure PointingDevicePressFailed; virtual; |
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procedure BoundNavigationInfoChanged; virtual; |
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procedure BoundViewpointChanged; virtual; |
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procedure RenderWithoutScreenEffects; override; |
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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function AllowSuspendForInput: boolean; override; |
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function Press(const Event: TInputPressRelease): boolean; override; |
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function Release(const Event: TInputPressRelease): boolean; override; |
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function Motion(const Event: TInputMotion): boolean; override; |
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procedure Update(const SecondsPassed: Single; var HandleInput: boolean); override; |
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procedure BeforeRender; override; |
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function PropertySection(const PropertyName: String): TPropertySection; override; |
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function GetMainScene: TCastleScene; deprecated 'use Items.MainScene'; |
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function RequiredNavigation: TCastleNavigation; deprecated 'use Camera to set camera properties; if you require Navigation to be <> nil, just create own instance of TCastleWalkNavigation/TCastleExamineNavigation and assign it, or call AssignDefaultNavigation'; |
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function RequiredCamera: TCastleNavigation; deprecated 'use Camera to set camera properties; if you require Navigation to be <> nil, just create own instance of TCastleWalkNavigation/TCastleExamineNavigation and assign it, or call AssignDefaultNavigation'; |
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function WalkNavigation(const SwitchNavigationTypeIfNeeded: boolean = true): TCastleWalkNavigation; deprecated 'create own instance of TCastleWalkNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable'; |
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function WalkCamera(const SwitchNavigationTypeIfNeeded: boolean = true): TCastleWalkNavigation; deprecated 'create own instance of TCastleWalkNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable'; |
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function ExamineNavigation(const SwitchNavigationTypeIfNeeded: boolean = true): TCastleExamineNavigation; deprecated 'create own instance of TCastleExamineNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable'; |
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function ExamineCamera(const SwitchNavigationTypeIfNeeded: boolean = true): TCastleExamineNavigation; deprecated 'create own instance of TCastleExamineNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable'; |
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procedure ClearCameras; deprecated 'just set Navigation to nil instead of using this method; to avoid reusing previous instance, do not use WalkNavigation/ExamineNavigation methods, instead create and destroy your own TCastleWalkNavigation/TCastleExamineNavigation whenever you want'; |
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function InternalExamineNavigation: TCastleExamineNavigation; deprecated 'create own instance of TCastleExamineNavigation instead of using this one, it results in more obvious code'; |
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function InternalWalkNavigation: TCastleWalkNavigation; deprecated 'create own instance of TCastleWalkNavigation instead of using this one, it results in more obvious code'; |
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function InternalExamineCamera: TCastleExamineNavigation; deprecated 'use InternalExamineNavigation'; |
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function InternalWalkCamera: TCastleWalkNavigation; deprecated 'use InternalWalkNavigation'; |
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procedure AssignDefaultNavigation; virtual; |
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procedure AssignDefaultCamera; virtual; |
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function ScreenEffectsCount: Integer; virtual; |
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function ScreenEffectsNeedDepth: boolean; virtual; |
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function ScreenSpaceAmbientOcclusionAvailable: boolean; |
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function ScreenSpaceReflectionsAvailable: boolean; |
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procedure GLContextOpen; override; |
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procedure GLContextClose; override; |
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function PrepareParams: TPrepareParams; |
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function BaseLights: TLightInstancesList; deprecated 'this is internal info, you should not need this; use PrepareParams to get opaque information to pass to TCastleTransform.PrepareResources'; |
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function Statistics: TRenderStatistics; |
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function TriangleHit: PTriangle; |
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procedure Setup2D; |
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function PositionToCameraPlane(const Position: TVector2; const ScreenCoordinates: Boolean; const Depth: Single; out PlanePosition: TVector3): Boolean; |
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procedure PositionToRay(const Position: TVector2; const ScreenCoordinates: Boolean; out RayOrigin, RayDirection: TVector3); |
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function PositionToWorldPlane(const Position: TVector2; const ScreenCoordinates: Boolean; const PlaneZ: Single; out PlanePosition: TVector3): Boolean; |
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function PositionTo2DWorld(const Position: TVector2; const ScreenCoordinates: Boolean): TVector2; |
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procedure PrepareResources(const DisplayProgressTitle: string = ''; const Options: TPrepareResourcesOptions = DefaultPrepareOptions); |
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procedure PrepareResources(const Item: TCastleTransform; const DisplayProgressTitle: string = ''; Options: TPrepareResourcesOptions = DefaultPrepareOptions); virtual; |
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function TransformUnderMouse: TCastleTransform; |
Properties
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property Projection: TProjection read FProjection; deprecated 'in most cases, you can instead read Camera parameters, like Camera.Orthographic.EffectiveWidth, Camera.Orthographic.EffectiveHeight'; |
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property ScreenEffects [Index:Integer]: TGLSLProgram read GetScreenEffects; |
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property BackgroundColor: TCastleColor
read FBackgroundColor write FBackgroundColor; |
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property ScreenSpaceAmbientOcclusion: boolean
read FScreenSpaceAmbientOcclusion write SetScreenSpaceAmbientOcclusion
default DefaultScreenSpaceAmbientOcclusion; |
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property ScreenSpaceReflections: Boolean
read FScreenSpaceReflections write SetScreenSpaceReflections
default DefaultScreenSpaceReflections; |
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property ScreenSpaceReflectionsSurfaceGlossiness: Single
read FScreenSpaceReflectionsSurfaceGlossiness write SetScreenSpaceReflectionsSurfaceGlossiness; |
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property OnCameraChanged: TNotifyEvent read FOnCameraChanged write FOnCameraChanged; |
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property NavigationType: TNavigationType
read GetNavigationType write SetNavigationType
default ntNone; |
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property MouseRayHit: TRayCollision read FMouseRayHit; |
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property AvoidNavigationCollisions: TCastleTransform
read FAvoidNavigationCollisions
write SetAvoidNavigationCollisions; |
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property Paused: boolean read GetPaused write SetPaused default false; deprecated 'use Items.Paused'; |
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property SceneManager: TCastleSceneManager read FSceneManager write SetSceneManager; deprecated 'assign Items from one TCastleViewport to another to view the same world from multiple viewports'; |
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property Items: TCastleRootTransform read FItems write SetItems; |
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property Camera: TCastleCamera read FCamera; |
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property Navigation: TCastleNavigation read FNavigation write SetNavigation
stored IsStoredNavigation; |
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property OnRender3D: TRender3DEvent read FOnRender3D write FOnRender3D; deprecated 'do not customize rendering with this; instead add TCastleUserInterface descendants where you can override TCastleUserInterface.Render to do custom rendering'; |
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property ShadowVolumes: boolean
read FShadowVolumes write FShadowVolumes default DefaultShadowVolumes; |
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property ShadowVolumesRender: boolean read FShadowVolumesRender write FShadowVolumesRender default false; |
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property BackgroundWireframe: boolean
read FBackgroundWireframe write FBackgroundWireframe default false; |
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property Transparent: boolean read FTransparent write FTransparent default false; |
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property ClearDepth: boolean read FClearDepth write FClearDepth default true; |
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property UseGlobalLights: boolean
read FUseGlobalLights write FUseGlobalLights default DefaultUseGlobalLights; |
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property UseGlobalFog: boolean
read FUseGlobalFog write FUseGlobalFog default DefaultUseGlobalFog; |
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property ApproximateActivation: boolean
read FApproximateActivation write FApproximateActivation default false; |
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property DefaultVisibilityLimit: Single
read FDefaultVisibilityLimit write FDefaultVisibilityLimit default 0.0; deprecated 'use Camera.ProjectionFar, and set AutoCamera to false'; |
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property OnProjection: TProjectionEvent read FOnProjection write FOnProjection; deprecated 'adjust projection by changing Camera.ProjectionType and other projection parameters inside Camera'; |
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property EnableParentDragging: boolean
read FEnableParentDragging write FEnableParentDragging default false; |
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property AutoCamera: Boolean
read FAutoCamera write SetAutoCamera default false; |
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property AutoNavigation: Boolean
read FAutoNavigation write SetAutoNavigation default false; |
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property OnBoundViewpointChanged: TNotifyEvent read FOnBoundViewpointChanged write FOnBoundViewpointChanged; |
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property OnBoundNavigationInfoChanged: TNotifyEvent read FOnBoundNavigationInfoChanged write FOnBoundNavigationInfoChanged; |
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property PreventInfiniteFallingDown: Boolean
read FPreventInfiniteFallingDown write FPreventInfiniteFallingDown default false; |
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property BackgroundColorPersistent: TCastleColorPersistent read FBackgroundColorPersistent ; |
Description
Fields
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nested const DefaultScreenSpaceAmbientOcclusion = false; |
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nested const DefaultScreenSpaceReflections = False; |
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nested const DefaultScreenSpaceReflectionsSurfaceGlossiness = 0.5; |
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nested const DefaultUseGlobalLights = true; |
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nested const DefaultUseGlobalFog = true; |
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nested const DefaultShadowVolumes = true; |
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nested const DefaultBackgroundColor: TVector4 = (Data: (0.1, 0.1, 0.1, 1)); |
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nested const Default2DProjectionFar = 1000.0; |
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nested const Default2DCameraZ = Default2DProjectionFar / 2; |
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nested const DefaultPrepareOptions = [prRenderSelf, prRenderClones, prBackground, prBoundingBox, prScreenEffects]; |
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var CustomRenderingPass: TUserRenderingPass; |
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Rendering pass, for user purposes. Useful to keep shaders cached when you render the same scene multiple times in the same frame (under different lighting conditions or other things that change shaders). By default this is always 0, the engine doesn't modify this. You can set this field manually. | |
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InternalPointingDeviceDragging: Boolean; |
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Do not navigate by dragging when we're already dragging a TCastleTransform item. This means that if you drag - X3D sensors like TouchSensor, - gizmo in CGE editor, ... then your dragging will not simultaneously also affect the navigation (which would be very disorienting). Set to true when some TCastleTransform handles PointingDevicePress, set to false in PointingDeviceRelease. | |
Methods
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function CalculateProjection: TProjection; virtual; |
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Calculate projection parameters. Determines if the view is perspective or orthogonal and exact field of view parameters. Called each time at the beginning of rendering. The default implementation of this method in TCastleViewport calculates projection based on the Camera parameters. In turn, the Camera parameters may be automatically calculated (if AutoCamera) based on the nodes in the TCastleRootTransform.MainScene. Nodes like TViewpointNode or TOrthoViewpointNode or TNavigationInfoNode determine the default camera and projection details. You can override this method, or assign the OnProjection event to adjust the projection settings. But please note: instead of overriding this method, it's usually easier (and more advised) to simply change the Camera properties, like Camera.ProjectionType or Camera.Orthographic.Width or Camera.Perspective.FieldOfView. | |
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procedure InitializeLights(const Lights: TLightInstancesList); virtual; |
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Prepare lights shining on everything. BaseLights contents should be initialized here. The implementation in this class adds headlight determined by the Items.UseHeadlight value. | |
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procedure RenderFromView3D(const Params: TRenderParams); virtual; |
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Render the scene, assuming that buffers were already cleared and background was rendered. Called by RenderFromViewEverything at the end. Lights are calculated in Params at this point. This will change Params.Transparent, Params.InShadow and Params.ShadowVolumesReceivers as needed. Their previous values do not matter. | |
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procedure Render3D(const Params: TRenderParams); virtual; |
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Render one pass, with current camera and parameters (e.g. only transparent or only opaque shapes). All current camera settings are saved in RenderParams.RenderingCamera. Parameters
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procedure Notification(AComponent: TComponent; Operation: TOperation); override; |
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function GetScreenEffects(const Index: Integer): TGLSLProgram; virtual; |
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function InternalExtraGetScreenEffects(const Index: Integer): TGLSLProgram; override; |
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function InternalExtraScreenEffectsCount: Integer; override; |
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function InternalExtraScreenEffectsNeedDepth: Boolean; override; |
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procedure PointingDevicePressFailed; virtual; |
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Called when PointingDevicePress was not handled by any TCastleTransform object. You can override this to make a message / sound signal to notify user that his Input_Interact click was not successful. | |
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procedure BoundNavigationInfoChanged; virtual; |
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procedure BoundViewpointChanged; virtual; |
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procedure RenderWithoutScreenEffects; override; |
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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function AllowSuspendForInput: boolean; override; |
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function Press(const Event: TInputPressRelease): boolean; override; |
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function Release(const Event: TInputPressRelease): boolean; override; |
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function Motion(const Event: TInputMotion): boolean; override; |
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procedure Update(const SecondsPassed: Single; var HandleInput: boolean); override; |
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procedure BeforeRender; override; |
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function PropertySection(const PropertyName: String): TPropertySection; override; |
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function GetMainScene: TCastleScene; deprecated 'use Items.MainScene'; |
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Warning: this symbol is deprecated: use Items.MainScene | |
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function RequiredNavigation: TCastleNavigation; deprecated 'use Camera to set camera properties; if you require Navigation to be <> nil, just create own instance of TCastleWalkNavigation/TCastleExamineNavigation and assign it, or call AssignDefaultNavigation'; |
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Warning: this symbol is deprecated: use Camera to set camera properties; if you require Navigation to be <> nil, just create own instance of TCastleWalkNavigation/TCastleExamineNavigation and assign it, or call AssignDefaultNavigation Return current navigation. Automatically creates it if missing. | |
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function RequiredCamera: TCastleNavigation; deprecated 'use Camera to set camera properties; if you require Navigation to be <> nil, just create own instance of TCastleWalkNavigation/TCastleExamineNavigation and assign it, or call AssignDefaultNavigation'; |
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Warning: this symbol is deprecated: use Camera to set camera properties; if you require Navigation to be <> nil, just create own instance of TCastleWalkNavigation/TCastleExamineNavigation and assign it, or call AssignDefaultNavigation | |
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function WalkNavigation(const SwitchNavigationTypeIfNeeded: boolean = true): TCastleWalkNavigation; deprecated 'create own instance of TCastleWalkNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable'; |
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Warning: this symbol is deprecated: create own instance of TCastleWalkNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable Return the currently used camera as TCastleWalkNavigation, making sure that current NavigationType is something using TCastleWalkNavigation.
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function WalkCamera(const SwitchNavigationTypeIfNeeded: boolean = true): TCastleWalkNavigation; deprecated 'create own instance of TCastleWalkNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable'; |
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Warning: this symbol is deprecated: create own instance of TCastleWalkNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable | |
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function ExamineNavigation(const SwitchNavigationTypeIfNeeded: boolean = true): TCastleExamineNavigation; deprecated 'create own instance of TCastleExamineNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable'; |
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Warning: this symbol is deprecated: create own instance of TCastleExamineNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable Return the currently used camera as TCastleExamineNavigation, making sure that current NavigationType is something using TCastleExamineNavigation.
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function ExamineCamera(const SwitchNavigationTypeIfNeeded: boolean = true): TCastleExamineNavigation; deprecated 'create own instance of TCastleExamineNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable'; |
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Warning: this symbol is deprecated: create own instance of TCastleExamineNavigation, and assign it to Viewport.Navigation, this is more flexible and predictable | |
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procedure ClearCameras; deprecated 'just set Navigation to nil instead of using this method; to avoid reusing previous instance, do not use WalkNavigation/ExamineNavigation methods, instead create and destroy your own TCastleWalkNavigation/TCastleExamineNavigation whenever you want'; |
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Warning: this symbol is deprecated: just set Navigation to nil instead of using this method; to avoid reusing previous instance, do not use WalkNavigation/ExamineNavigation methods, instead create and destroy your own TCastleWalkNavigation/TCastleExamineNavigation whenever you want
Make Navigation In all cases, these methods will create a new camera instance after a | |
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function InternalExamineNavigation: TCastleExamineNavigation; deprecated 'create own instance of TCastleExamineNavigation instead of using this one, it results in more obvious code'; |
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Warning: this symbol is deprecated: create own instance of TCastleExamineNavigation instead of using this one, it results in more obvious code
Camera instances used by this viewport. Using these methods automatically creates these instances (so they are never Using these methods does not make these camera instances current (in contast to calling ExamineCamera, WalkCamera or setting NavigationType). When you switch navigation types by calling ExamineCamera, WalkCamera or setting NavigationType the viewport keeps using these instances of cameras, instead of creating new camera instances. This way all the camera properties (not only those copied by TCastleNavigation.Assign) are preserved when you switch e.g. NavigationType from ntWalk to ntExamine to ntWalk again. This is deprecated now, because it causes auto-detection of navigation parameters, which is (in general) more surprising than helpful. E.g. it adjusts camera radius, speed and more properties. | |
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function InternalWalkNavigation: TCastleWalkNavigation; deprecated 'create own instance of TCastleWalkNavigation instead of using this one, it results in more obvious code'; |
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Warning: this symbol is deprecated: create own instance of TCastleWalkNavigation instead of using this one, it results in more obvious code | |
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function InternalExamineCamera: TCastleExamineNavigation; deprecated 'use InternalExamineNavigation'; |
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Warning: this symbol is deprecated: use InternalExamineNavigation | |
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function InternalWalkCamera: TCastleWalkNavigation; deprecated 'use InternalWalkNavigation'; |
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Warning: this symbol is deprecated: use InternalWalkNavigation | |
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procedure AssignDefaultNavigation; virtual; |
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Assign Navigation to a default TCastleNavigation suitable for navigating in this scene. This is automatically used when Navigation is The implementation in base TCastleViewport uses MainScene.NavigationTypeFromNavigationInfo and MainScene.InternalUpdateNavigation, thus it follows your X3D scene NavigationInfo. If MainScene is not assigned, we create a simple navigation in Examine mode. | |
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procedure AssignDefaultCamera; virtual; |
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Assign initial and current camera vectors and projection. This is automatically used at first rendering if AutoCamera. You can also use it explicitly. | |
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function ScreenEffectsCount: Integer; virtual; |
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function ScreenEffectsNeedDepth: boolean; virtual; |
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function ScreenSpaceAmbientOcclusionAvailable: boolean; |
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Does the graphic card support our ScreenSpaceAmbientOcclusion shader. This does not depend on the current state of ScreenSpaceAmbientOcclusion property. You can use it e.g. to disable the menu item to switch SSAO in 3D viewer. | |
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function ScreenSpaceReflectionsAvailable: boolean; |
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Does the graphic card support our ScreenSpaceReflections shader. This does not depend on the current state of ScreenSpaceReflections property. You can use it e.g. to disable the menu item to switch SSR in 3D viewer. | |
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procedure GLContextOpen; override; |
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procedure GLContextClose; override; |
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function PrepareParams: TPrepareParams; |
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Parameters to prepare items that are to be rendered within this world. This should be passed to TCastleTransform.PrepareResources. Note: Instead of using TCastleTransform.PrepareResources, and this method, it's usually easier to call TCastleViewport.PrepareResources. Then the appropriate TPrepareParams will be passed automatically. | |
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function BaseLights: TLightInstancesList; deprecated 'this is internal info, you should not need this; use PrepareParams to get opaque information to pass to TCastleTransform.PrepareResources'; |
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Warning: this symbol is deprecated: this is internal info, you should not need this; use PrepareParams to get opaque information to pass to TCastleTransform.PrepareResources | |
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function Statistics: TRenderStatistics; |
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Statistics about last rendering frame. See TRenderStatistics docs. | |
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function TriangleHit: PTriangle; |
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Current 3D triangle under the mouse cursor. Updated in every mouse move. May be | |
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procedure Setup2D; |
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Utility method to set camera to a suitable state for 2D games.
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function PositionToCameraPlane(const Position: TVector2; const ScreenCoordinates: Boolean; const Depth: Single; out PlanePosition: TVector3): Boolean; |
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Convert 2D position on the viewport into 3D "world coordinates", by colliding camera ray with a plane parallel to the viewport at given Depth. "World coordinates" are coordinates space seen by TCastleTransform / TCastleScene inside viewport Items. Use Depth > 0 for positions in front of the camera. This is similar to "Unproject" GLU routine. It allows to map points from the screen back to the 3D space inside viewport. The interpretation of Position depends on ScreenCoordinates, and is similar to e.g. TCastleTiledMapControl.PositionToTile:
Returns true and sets 3D PlanePosition if such intersection is found. Returns false if it's not possible to determine such point (which should not be possible, unless camera field of view is larger than 180 degrees). | |
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procedure PositionToRay(const Position: TVector2; const ScreenCoordinates: Boolean; out RayOrigin, RayDirection: TVector3); |
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Convert 2D position on the viewport into 3D ray. The interpretation of Position depends on ScreenCoordinates, and is similar to e.g. TCastleTiledMapControl.PositionToTile:
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function PositionToWorldPlane(const Position: TVector2; const ScreenCoordinates: Boolean; const PlaneZ: Single; out PlanePosition: TVector3): Boolean; |
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Convert 2D position on the viewport into 3D "world coordinates", by colliding camera ray with a plane at constant Z. "World coordinates" are coordinates space seen by TCastleTransform / TCastleScene inside viewport Items. This is a more general version of PositionTo2DWorld, that works with any projection (perspective or orthographic). This is often useful if your game is "close to 2D", which means that you use 3D (and maybe even perspective camera), but most of the game world is placed around some plane with constant Z. The interpretation of Position depends on ScreenCoordinates, and is similar to e.g. TCastleTiledMapControl.PositionToTile:
This intersects the ray cast by Camera with a plane at Z = PlaneZ. Returns true and sets 3D PlanePosition (the Z component of this vector must always be equal to PlaneZ) if such intersection is found. Returns false if it's not possible to determine such point (when the camera looks in the other direction). | |
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function PositionTo2DWorld(const Position: TVector2; const ScreenCoordinates: Boolean): TVector2; |
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Convert 2D position into "world coordinates", which is the coordinate space seen by TCastleTransform / TCastleScene inside viewport Items, assuming that we use orthographic projection in XY axes. The interpretation of Position depends on ScreenCoordinates, and is similar to e.g. TCastleTiledMapControl.PositionToTile:
This assumes that camera "up vector" is +Y, and it is looking along the negative Z axis. It also assumes orthographic projection (Camera.ProjectionType equal ptOrthographic). These are default camera direction, up and projection types set by Setup2D. | |
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procedure PrepareResources(const DisplayProgressTitle: string = ''; const Options: TPrepareResourcesOptions = DefaultPrepareOptions); |
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Prepare resources, to make various methods (like Render) execute fast. Call it only when rendering context is initialized (ApplicationProperties.IsGLContextOpen). If DisplayProgressTitle <> '', we will display progress bar during loading. | |
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procedure PrepareResources(const Item: TCastleTransform; const DisplayProgressTitle: string = ''; Options: TPrepareResourcesOptions = DefaultPrepareOptions); virtual; |
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function TransformUnderMouse: TCastleTransform; |
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Current object (TCastleTransform instance) under the mouse cursor. Updated in every mouse move. May be | |
Properties
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property Projection: TProjection read FProjection; deprecated 'in most cases, you can instead read Camera parameters, like Camera.Orthographic.EffectiveWidth, Camera.Orthographic.EffectiveHeight'; |
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Warning: this symbol is deprecated: in most cases, you can instead read Camera parameters, like Camera.Orthographic.EffectiveWidth, Camera.Orthographic.EffectiveHeight Current projection parameters, calculated by last CalculateProjection call, adjusted by OnProjection. This is read only. To change the projection parameters, override CalculateProjection or handle event OnProjection. | |
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property ScreenEffects [Index:Integer]: TGLSLProgram read GetScreenEffects; |
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Screen effects are shaders that post-process the rendered screen. If any screen effects are active, we will automatically render screen to a temporary texture, processing it with each shader. By default, screen effects come from MainScene.ScreenEffects, so the effects may be defined by VRML/X3D author using ScreenEffect nodes (see docs: [https://castle-engine.io/x3d_extensions_screen_effects.php]). Descendants may override GetScreenEffects, ScreenEffectsCount, and ScreenEffectsNeedDepth to add screen effects by code. Each viewport may have it's own, different screen effects. | |
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property BackgroundColor: TCastleColor
read FBackgroundColor write FBackgroundColor; |
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Background color, displayed behind the 3D world. Unless the MainScene has a Background node defined, in which case the Background (colored and/or textured) of the 3D scene is used. Dark gray (DefaultBackgroundColor) by default. | |
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property ScreenSpaceAmbientOcclusion: boolean
read FScreenSpaceAmbientOcclusion write SetScreenSpaceAmbientOcclusion
default DefaultScreenSpaceAmbientOcclusion; |
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Enable built-in SSAO screen effect in the world. | |
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property ScreenSpaceReflections: Boolean
read FScreenSpaceReflections write SetScreenSpaceReflections
default DefaultScreenSpaceReflections; |
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Enable built-in SSR screen effect in the world. | |
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property ScreenSpaceReflectionsSurfaceGlossiness: Single
read FScreenSpaceReflectionsSurfaceGlossiness write SetScreenSpaceReflectionsSurfaceGlossiness; |
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Adjust SSR default surface glossiness. | |
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property OnCameraChanged: TNotifyEvent read FOnCameraChanged write FOnCameraChanged; |
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Called on any camera change. | |
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property NavigationType: TNavigationType
read GetNavigationType write SetNavigationType
default ntNone; |
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Set Navigation and some of its' parameters (like TCastleWalkNavigation.Gravity and so on). If AutoNavigation, the initial Navigation as well as initial value of this property are automatically determined by the currently bound X3D NavigatinInfo node in the MainScene, and world bounding box. They are also automatically adjusted e.g. when current NavigatinInfo node changes. But you can set Navigation, or this property, manually to override the detected navigation. You should set AutoNavigation to Note that you can also affect the current Setting this sets:
If you write to | |
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property MouseRayHit: TRayCollision read FMouseRayHit; |
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Current object (TCastleTransform hierarchy) under the mouse cursor. Updated in every mouse move. May be The returned list (if not | |
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property AvoidNavigationCollisions: TCastleTransform
read FAvoidNavigationCollisions
write SetAvoidNavigationCollisions; |
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Do not collide with this object when moving by Navigation. It makes sense to put here player avatar (in 3rd person view) or player collision volume (in 1st person view) to allow player to move, not colliding with its own body. In case of using TLevel, this is automatically set when you set TLevel.Player. | |
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property Paused: boolean read GetPaused write SetPaused default false; deprecated 'use Items.Paused'; |
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Warning: this symbol is deprecated: use Items.Paused | |
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property SceneManager: TCastleSceneManager read FSceneManager write SetSceneManager; deprecated 'assign Items from one TCastleViewport to another to view the same world from multiple viewports'; |
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Warning: this symbol is deprecated: assign Items from one TCastleViewport to another to view the same world from multiple viewports | |
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property Items: TCastleRootTransform read FItems write SetItems; |
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Transformations and scenes visible in this viewport. You should add here your TCastleTransform and TCastleScene instances. It is by default created (not nil), but you can also assign here your own TCastleRootTransform instance. You can also copy a TCastleRootTransform from one TCastleViewport to another, that is multiple TCastleViewport can refer to the same TCastleRootTransform instance. | |
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property Camera: TCastleCamera read FCamera; |
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Camera determines the viewer position and orientation. The given camera instance is always available and connected with this viewport. | |
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property Navigation: TCastleNavigation read FNavigation write SetNavigation
stored IsStoredNavigation; |
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Navigation method is an optional component that handles the user input to control the camera. You can assign here an instance of TCastleNavigation, like TCastleWalkNavigation or TCastleExamineNavigation. Or you can leave it as Note that, if you leave it as Note that assigning NavigationType also implicitly sets this property to an internal instance of TCastleWalkNavigation or TCastleExamineNavigation. Setting NavigationType to See also
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property OnRender3D: TRender3DEvent read FOnRender3D write FOnRender3D; deprecated 'do not customize rendering with this; instead add TCastleUserInterface descendants where you can override TCastleUserInterface.Render to do custom rendering'; |
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Warning: this symbol is deprecated: do not customize rendering with this; instead add TCastleUserInterface descendants where you can override TCastleUserInterface.Render to do custom rendering See Render3D method. | |
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property ShadowVolumes: boolean
read FShadowVolumes write FShadowVolumes default DefaultShadowVolumes; |
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Should we render with shadow volumes. You can change this at any time, to switch rendering shadows on/off. This works only if OpenGL context actually can render shadow volumes, checked by GLFeatures.ShadowVolumesPossible, which means that you have to initialize OpenGL context with stencil buffer. The shadow volumes algorithm is used only if shadow caster is 2-manifold, that is has a correctly closed volume. Also you need a light source marked as the main shadow volumes light ( | |
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property ShadowVolumesRender: boolean read FShadowVolumesRender write FShadowVolumesRender default false; |
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Actually draw the shadow volumes to the color buffer, for debugging. If shadows are rendered (see GLFeatures.ShadowVolumesPossible and ShadowVolumes), you can use this to actually see shadow volumes, for debug / demo purposes. Shadow volumes will be rendered on top of the scene, as yellow blended polygons. | |
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property BackgroundWireframe: boolean
read FBackgroundWireframe write FBackgroundWireframe default false; |
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If yes then the scene background will be rendered wireframe, over the background filled with BackgroundColor. There's a catch here: this works only if the background is actually internally rendered as a geometry. If the background is rendered by clearing the screen (this is an optimized case of sky color being just one simple color, and no textures), then it will just cover the screen as normal, like without wireframe. This is uncertain situation anyway (what should the wireframe look like in this case anyway?), so I don't consider it a bug. Useful especially for debugging when you want to see how your background geometry looks like. | |
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property Transparent: boolean read FTransparent write FTransparent default false; |
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If yes then the viewport will not draw a background, letting the window contents underneath be visible (on pixels which are not drawn by this viewport's Items, and on pixels which are drawn but with partially-transparent materials). In effect, the BackgroundColor, BackgroundWireframe, and any background defined using X3D nodes (like TBackgroundNode, TTextureBackgroundNode, TImageBackgroundNode) inside MainScene will be ignored. | |
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property ClearDepth: boolean read FClearDepth write FClearDepth default true; |
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At the beginning of rendering, viewport by default clears the depth buffer. This makes every viewport draw everything on top of the previous 2D and 3D stuff (including on top of previous viewport), like a layer. You can disable this, which allows to combine together the 3D objects rendered by various viewports (and by custom OpenGL rendering), such that the 3D positions determime what overlaps what. This only makes sense if you have a number of TCastleViewport instances, that share the same size and position on the screen, same projection and the same camera. It's your responsibility in such case to clear the depth buffer. E.g. place one viewport in the back that has Note: to disable clearning the color buffer, set Transparent to Note: if you use shadow volumes, we will still clear the stencil buffer at the beginning of rendering. | |
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property UseGlobalLights: boolean
read FUseGlobalLights write FUseGlobalLights default DefaultUseGlobalLights; |
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Let MainScene.GlobalLights shine on every 3D object, not only MainScene. This is an easy way to lit your whole world with lights defined inside MainScene file. Be sure to set lights global=TRUE. Note that for now this assumes that MainScene coordinates equal world coordinates. This means that you should not transform the MainScene, it should be placed inside TCastleViewport.Items and not transformed by TCastleTransform. | |
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property UseGlobalFog: boolean
read FUseGlobalFog write FUseGlobalFog default DefaultUseGlobalFog; |
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Let the fog defined in MainScene affect all objects, not only MainScene. This is consistent with UseGlobalLights, that allows lights from MainScene to shine on all objects. | |
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property ApproximateActivation: boolean
read FApproximateActivation write FApproximateActivation default false; |
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Help user to activate pointing device sensors and pick items. Every time you press Input_Interact (by default just left mouse button), we look if current mouse/touch position hits an object (TCastleTransform) that actually does something on activation. The object may do various stuff inside TCastleTransform.PointingDevicePress, generally this causes various picking/interaction with the object (like pulling a level, opening a door), possibly dragging, possibly with the help of VRML/X3D pointing device and drag sensors. When this is This should be usually used when you use TCastleMouseLookNavigation.MouseLook, or other navigation when mouse cursor is hidden. It allows user to only approximately look at interesting item and hit interaction button or key. Otherwise, activating a small object is difficult, as you don't see the cursor. | |
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property DefaultVisibilityLimit: Single
read FDefaultVisibilityLimit write FDefaultVisibilityLimit default 0.0; deprecated 'use Camera.ProjectionFar, and set AutoCamera to false'; |
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Warning: this symbol is deprecated: use Camera.ProjectionFar, and set AutoCamera to false Visibility limit of your 3D world. This is the distance the far projection clipping plane. The default CalculateProjection implementation calculates the final visibility limit as follows:
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property OnProjection: TProjectionEvent read FOnProjection write FOnProjection; deprecated 'adjust projection by changing Camera.ProjectionType and other projection parameters inside Camera'; |
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Warning: this symbol is deprecated: adjust projection by changing Camera.ProjectionType and other projection parameters inside Camera Adjust the projection parameters. This event is called before every render. See the CalculateProjection for a description how to default projection parameters are calculated. | |
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property EnableParentDragging: boolean
read FEnableParentDragging write FEnableParentDragging default false; |
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Enable to drag a parent control, for example to drag a TCastleScrollView that contains this TCastleViewport, even when the scene inside contains clickable elements (using TouchSensor node). To do this, you need to turn on TCastleScrollView.EnableDragging, and set | |
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property AutoCamera: Boolean
read FAutoCamera write SetAutoCamera default false; |
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Assign initial camera properties (initial position, direction, up, TCastleCamera.ProjectionNear) by looking at the initial world (Items) when rendering the first frame. The AssignDefaultCamera is automatically called only if this property is Also, only if this property is By default it is | |
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property AutoNavigation: Boolean
read FAutoNavigation write SetAutoNavigation default false; |
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Assign sensible Navigation looking at the initial world (Items) if it is not assigned. This also allows to later synchronize navigation properties when X3D NavigationInfo node changes, or a new NavigationInfo node is bound. By default it is | |
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property PreventInfiniteFallingDown: Boolean
read FPreventInfiniteFallingDown write FPreventInfiniteFallingDown default false; |
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Protect from falling down because of gravity when position is outside of world bounding box. This is a nice thing for general model viewers (like view3dscene), to prevent from accidentally falling down when using "Walk" mode. This is only used by navigations performing gravity internally, that is right now: TCastleWalkNavigation (when TCastleWalkNavigation.Gravity = | |
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property BackgroundColorPersistent: TCastleColorPersistent read FBackgroundColorPersistent ; |
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BackgroundColor that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write BackgroundColor directly. See also
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