Gorilla.Material.Blinn
Unit Gorilla.Material.Blinn.pasClasses
- TGorillaBlinnMaterial = class ( TGorillaDefaultMaterial )
- TGorillaBlinnMaterialSource = class ( TGorillaDefaultMaterialSource )
TGorillaBlinnMaterial
The Blinn–Phong reflection model (also called the modified Phong reflection model) is a modification to the Phong reflection model developed by Jim Blinn. (https://en.wikipedia.org/wiki/Blinn%%E2%%80%%93Phong_shading_model)
Remarks
Blinn–Phong is the default shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are interpolated by Gouraud shading by default, rather than the more computationally-expensive Phong shading.Ancestors
Members
TGorillaBlinnMaterialSource
The Blinn–Phong reflection model (also called the modified Phong reflection model) is a modification to the Phong reflection model developed by Jim Blinn.
Remarks
Blinn–Phong is the default shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are interpolated by Gouraud shading by default, rather than the more computationally-expensive Phong shading.Ancestors
Members
Methods
- public constructor Create ( AOwner : TComponent ) ;
- public destructor Destroy ( ) ;
- protected function CreateMaterial ( ) : TMaterial ; override;
Properties
- published UseLighting : Boolean
- published UseSpecular : Boolean
- published UseTexturing : Boolean
- published UseTexture0 : Boolean
- published UseVertexColor : Boolean
- published UseColorClipping : Boolean
- published Texture : TBitmap
- published ShadingModel : TGorillaShadingModel
- published Diffuse : TAlphaColor
- published Emissive : TAlphaColor
- published Ambient : TAlphaColor
- published Specular : TAlphaColor
- published Shininess : Single
- published ClippingColor : TAlphaColor
- published NearLimit : Single
- published FarLimit : Single
- published Shadows : Boolean
- published ShadowMethod : TGorillaShadowMethod
- published DepthPass : TGorillaRenderPassController
- published Reflections : Boolean
- published ReflectionPass : TGorillaRenderPassController
- published ReflectionPower : Single
- published Refractions : Boolean
- published RefractionPass : TGorillaRenderPassController
- published RefractionPower : Single
- published Bitmaps : TGorillaBitmapPool