Gorilla.Material.Phong
Unit Gorilla.Material.Phong.pasClasses
- TGorillaPhongMaterial = class ( TGorillaDefaultMaterial )
- TGorillaPhongMaterialSource = class ( TGorillaDefaultMaterialSource )
TGorillaPhongMaterial
Phong shading refers to an interpolation technique for surface shading in 3D computer graphics. It is also called Phong interpolation or normal-vector interpolation shading. Specifically, it interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and a reflection model.
Remarks
(https://en.wikipedia.org/wiki/Phong_shading)Ancestors
Members
TGorillaPhongMaterialSource
Phong shading refers to an interpolation technique for surface shading in 3D computer graphics. It is also called Phong interpolation or normal-vector interpolation shading. Specifically, it interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and a reflection model.
Remarks
(https://en.wikipedia.org/wiki/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