Gorilla.Material.NormalMap
Unit Gorilla.Material.NormalMap.pasClasses
- TGorillaNormalMapMaterial = class ( TGorillaDefaultMaterial )
- TGorillaNormalMapMaterialSource = class ( TGorillaDefaultMaterialSource )
TGorillaNormalMapMaterial
Ancestors
Members
Methods
TGorillaNormalMapMaterialSource
The normal map material extends the default shader by normal mapping feature to simulate more detailled meshes.
Remarks
In 3D computer graphics, normal mapping (or Dot3 bump mapping) is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map. Normal maps are commonly stored as regular RGB images where the RGB components correspond to the X, Y, and Z coordinates, respectively, of the surface normal. [source: https://en.wikipedia.org/wiki/Normal_mapping]Ancestors
Members
Methods
- public constructor Create ( AOwner : TComponent ) ;
- public destructor Destroy ( ) ;
- protected function CreateMaterial ( ) : TMaterial ; override;
- protected function GetDisplacementPart ( AIndex : Integer ) : Single ; virtual;
- protected procedure SetDisplacementPart ( AIndex : Integer; const AValue : Single ) ; virtual;
- protected function GetNormalTexture ( ) : TBitmap ;
- protected procedure SetNormalTexture ( const AValue : TBitmap ) ;
- protected function ( ) : TVector3D ; virtual;
- protected procedure ( const AValue : TVector3D ) ; virtual;
- protected function ( ) : TBitmap ; virtual;
- protected procedure ( const AValue : TBitmap ) ; virtual;
- protected function ( ) : TBitmap ; virtual;
- protected procedure ( const AValue : TBitmap ) ; virtual;
Properties
- public Displacement : TVector3D
Get or set displacement scalar.
- published Texture : TBitmap
- published ShadingModel : TGorillaShadingModel
- published Diffuse : TAlphaColorF
- published Emissive : TAlphaColorF
- published Ambient : TAlphaColorF
- published Specular : TAlphaColorF
- published Shininess : Single
- published NearLimit : Single
- published FarLimit : Single
- published Bitmaps : TGorillaBitmapPool
- published Shadows : Boolean
- published DepthPass : TGorillaRenderPassController
- published GeometryPass : TGorillaRenderPassController
- published Reflections : Boolean
- published ReflectionPass : TGorillaRenderPassController
- published ReflectionPower : Single
- published Refractions : Boolean
- published RefractionPass : TGorillaRenderPassController
- published RefractionPower : Single
- published NormalMap : TBitmap
Get or set a normal map texture for bumpmapping effect. This is only a weak reference to the second entry in the texture pool (Bitmaps).
- published NormalTexture : TBitmap
- published DisplacementMap : TBitmap
Get or set a displacement map to manipulate vertices in vertex shader. This is another method besides normal-mapping to create a more detailled mesh.
- published DisplacementX : Single
- published DisplacementY : Single
- published DisplacementZ : Single
- published DisplacementDir : Single
Get or set the displacement vector W component. This will be used as direction for displacement mapping (-1 will displace to the inner, while +1 will extend the model).
read GetDisplacementPart
write SetDisplacementPart