Class TMaterialInfo
Unit
Declaration
type TMaterialInfo = class abstract(TObject)
Description
Abstract class for material information, that define material properties for various lighting equations. Particular public descendants define different lighting equations. Particular private descendants map X3D nodes' fields to these parameters.
Hierarchy
- TObject
- TMaterialInfo
Overview
Fields
nested const DefaultTransparency = 0.0; |
Methods
function GetMainColor: TVector3; virtual; abstract; |
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procedure SetMainColor(const Value: TVector3); virtual; abstract; |
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function GetEmissiveColor: TVector3; virtual; abstract; |
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procedure SetEmissiveColor(const Value: TVector3); virtual; abstract; |
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constructor Create(ANode: TX3DNode); |
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function Transparency: Single; virtual; abstract; |
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function Opacity: Single; |
Properties
property Node: TX3DNode read FNode; |
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property MainColor: TVector3 read GetMainColor write SetMainColor; |
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property EmissiveColor: TVector3 read GetEmissiveColor write SetEmissiveColor; |
Description
Fields
nested const DefaultTransparency = 0.0; |
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This item has no description. |
Methods
function GetMainColor: TVector3; virtual; abstract; |
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This item has no description. |
procedure SetMainColor(const Value: TVector3); virtual; abstract; |
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This item has no description. |
function GetEmissiveColor: TVector3; virtual; abstract; |
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This item has no description. |
procedure SetEmissiveColor(const Value: TVector3); virtual; abstract; |
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This item has no description. |
constructor Create(ANode: TX3DNode); |
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This item has no description. |
function Transparency: Single; virtual; abstract; |
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This item has no description. |
function Opacity: Single; |
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Opacity is just |
Properties
property Node: TX3DNode read FNode; |
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Associated material node. |
property MainColor: TVector3 read GetMainColor write SetMainColor; |
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Single color that is the best approximation of this material look. For Phong material, it's DiffuseColor. For unlit material, it's EmissiveColor. For physical material, it's BaseColor. This is useful for debug purposes, for example when we force everything to be unlit by Attributes.Lighting=false. It doesn't follow any X3D official equations, it's only for debugging. |
property EmissiveColor: TVector3 read GetEmissiveColor write SetEmissiveColor; |
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Emissive color represents the color of the material that is not affected by any light sources. All material types (unlit, Phong, physical) have this color. |
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