Gorilla.Context.Texturing

Unit Gorilla.Context.Texturing.pas

Classes

Records

Enumerations

  • enum  TPixelFormatEx  = ( None, RGB, RGBA, BGR, BGRA, RGBA16, BGR_565, BGRA4, BGR4, BGR5_A1, BGR5, BGR10_A2, RGB10_A2, L, LA, LA4, L16, A, R8, R16F, RG16F, RGBA16F, R32F, RG32F, RGBA32F, R, RG, RGB16F, RGB32F, StencilIndex, Depth, Depth16, Depth24, Depth32, DepthStencil ) ;
  • enum  TGorillaTextureKind  = ( Texture2D, Texture3D, CubeMap ) ;
  • enum  TGorillaTextureWrap  = ( Clamp, ClampToEdge, ClampToBorder, Repeated, MirroredRepeat ) ;
  • enum  TGorillaTextureDataType  = ( dtByte, dtUnsignedByte, dtShort, dtUnsignedShort, dtInt, dtUnsignedInt, dtFloat, dtHalfFloat, dt2Bytes, dt3Bytes, dt4Bytes, dtDouble ) ;
  • enum  TGorillaGeometryCubeSide  = ( gcsFront, gcsBack, gcsLeft, gcsRight, gcsTop, gcsBottom, gcsOriginal ) ;
  • enum  TGorillaCubeMapFace  = ( PositiveX, NegativeX, PositiveY, NegativeY, PositiveZ, NegativeZ ) ;

Constants

  • const GORILLA_TEXTURES_MIN : Integer = $1;
  • const GORILLA_TEXTURES_MAX : Integer = $1F;
  • const PixelFormatExBytes : array[0..34] of Integer = ;

Functions / Procedures

TGorillaTextureKind

enum TGorillaTextureKind = ( Texture2D, Texture3D, CubeMap ) ;

GL_TEXTURE_2D GL_TEXTURE_3D GL_TEXTURE_CUBE_MAP

CubeMapPositiveX, CubeMapNegativeX, CubeMapPositiveY, CubeMapNegativeY, CubeMapPositiveZ, CubeMapNegativeZ

TGorillaTexture

Extends the internal FMX texture class with more configuration opportunities to initialize a texture.

Remarks

The parent bitmap should be a TGorillaTextureBitmap instance, otherwise default values will be used for extended fields like WrapS, WrapT, ...

Ancestors

Members

Fields

Methods

Properties

TGorillaTextureBitmap

Overrides the FMX texture bitmap component to allow more opportunities to configure texture (format, min-, magfilter, wrapping, datatype, ...) The basic problem with the FMX implementation is, that it uses fixed values for textures. This is not usable for usage in render passes, where a specific type of texture is expected, f.e. for shadow mapping.

Remarks

Because in render passes we create a TTextureBitmap / TGorillaTextureBitmap we need to store texture settings here, to apply them to the automatically created texture instance.

Ancestors

Members

Fields

Methods

Properties