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1.0.0:bloom [2023/02/23 13:54] – created admin1.0.0:bloom [2023/02/23 14:03] (current) admin
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 {{:1.0.0:g3d-bloom.jpg?nolink|}} {{:1.0.0:g3d-bloom.jpg?nolink|}}
 +
 +You can activate bloom and configure the range of blurring by changing the EmissiveBlur property in the TGorillaViewport instance.
 +
 +__NOTICE:__ Larger values meaning more expensive computation, which influences FPS a lot.
  
 <file pascal> <file pascal>
 // Allowed values are between 0 and 15. // Allowed values are between 0 and 15.
 GorillaViewport1.EmissiveBlur := 3 GorillaViewport1.EmissiveBlur := 3
 +</file>
 +
 +Bloom rendering is only available for 3D objects with DefaultMaterials applied.
 +In those materials the emissive color property need to be set.
 +
 +To set up emissive color correctly, you have to understand how the shader handles it.
 +
 +{{:1.0.0:g3d-bloom-2.jpg?nolink|}}
 +
 +The "Emissive" / "EmissiveF" property of a DefaultMaterial is a RGBA value, where RGB-channels defining the emissive color itself and the alpha-channel the intensity of the bloom effect on this object.
 +
 +Of course you can set / manipulate this at runtime with immediate render update.
 +
 +<file pascal>
 +// creating a green halo with medium intensity
 +GorillaBlinnMaterialSource1.EmissiveF := TAlphaColorF.Create(0, 1, 0, 0.25);
 </file> </file>