TGorillaLight
Provides an extended light source component with additional properties used by default Gorilla3D shader, compared to the default FMX TLight.
Remarks
You are allowed to configure specular and ambient color of the light and to manipulate the attenuation values for shading.Ancestors
Members
Fields
- protected FDef :
TLightDef
- protected FSelfDef :
TLightDef
- protected FDefIsStandalone :
Boolean
- protected FAmbient :
TAlphaColorF
- protected FSpecular :
TAlphaColorF
- protected FIntensity :
Single
- protected FConstantAttenuation :
Single
- protected FLinearAttenuation :
Single
- protected FQuadraticAttenuation :
Single
- protected FScattering :
TVector3D
Methods
- public constructor Create ( AOwner : TComponent ) ;
- public destructor Destroy ( ) ;
- protected function GetLightDescriptionEx ( ) : TGorillaShaderLight ; virtual;
- protected function GetAmbient ( ) : TAlphaColorF ; virtual;
- protected procedure SetAmbient ( AValue : TAlphaColorF ) ; virtual;
- protected function GetSpecular ( ) : TAlphaColorF ; virtual;
- protected procedure SetSpecular ( AValue : TAlphaColorF ) ; virtual;
- protected procedure SetConstantAttenuation ( const AValue : Single ) ; virtual;
- protected procedure SetLinearAttenuation ( const AValue : Single ) ; virtual;
- protected procedure SetQuadraticAttenuation ( const AValue : Single ) ; virtual;
- protected procedure SetIntensity ( const AValue : Single ) ;
- protected function GetScatteringValue ( AIndex : Integer ) : Single ; virtual;
- protected procedure SetScatteringValue ( AIndex : Integer; const AValue : Single ) ; virtual;
- protected procedure Render ( ) ; override;
- public procedure AfterConstruction ( ) ; override;
- public procedure LoadFromDefinition ( const ADef : TLightDef ) ; virtual;
Properties
- public Def : TLightDefread FDef
- public LightDescriptionEx : TGorillaShaderLight
- published Ambient : TAlphaColorF
- published Specular : TAlphaColorF
- published Intensity : Single
Get or set light intensity. The value controls the intensity range of light application.
read FIntensity
write SetIntensity - published ConstantAttenuation : Single
A constant factor applied to the attenuation of a light.
read FConstantAttenuation
write SetConstantAttenuation - published LinearAttenuation : Single
A linear factor applied to the attenuation of a light.
read FLinearAttenuation
write SetLinearAttenuation - published QuadraticAttenuation : Single
A quadratic factor applied to the attenuation of a light.
read FQuadraticAttenuation
write SetQuadraticAttenuation - published ScatteringIntensity : Single
Light scattering in global illumination rendering can be controlled for each light source separately. ScatteringIntensity defines how intense the light scattering will be mixed into the final image.
read GetScatteringValue
write SetScatteringValue - published ScatteringExposure : Single
- published ScatteringDecay : Single
- published ScatteringDensity : Single