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<a name="TRGBFloatImage"></a><h1 class="cio">Class TRGBFloatImage</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleImages.html">CastleImages</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TRGBFloatImage = class(<a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Image with high-precision RGB colors encoded as 3 floats.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleImages.TEncodedImage.html">TEncodedImage</a></li>
<li class="ancestor"><a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a></li>
<li class="thisitem">TRGBFloatImage</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>class function <b><a href="CastleImages.TRGBFloatImage.html#PixelSize">PixelSize</a></b>: Cardinal; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="CastleImages.TRGBFloatImage.html#ColorComponentsCount">ColorComponentsCount</a></b>: Cardinal; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TRGBFloatImage.html#PixelPtr">PixelPtr</a></b>(const X, Y: Cardinal; const Z: Cardinal = 0): <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TRGBFloatImage.html#RowPtr">RowPtr</a></b>(const Y: Cardinal; const Z: Cardinal = 0): <a href="CastleVectors.html#PArray_Vector3Single">PArray_Vector3Single</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBFloatImage.html#SetColorRGB">SetColorRGB</a></b>(const x, y: Integer; const v: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBFloatImage.html#Clear">Clear</a></b>(const Pixel: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); reintroduce;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TRGBFloatImage.html#IsClear">IsClear</a></b>(const Pixel: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; reintroduce;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TRGBFloatImage.html#ToRGBImage">ToRGBImage</a></b>: <a href="CastleImages.TRGBImage.html">TRGBImage</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBFloatImage.html#ScaleColors">ScaleColors</a></b>(const Scale: Single);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBFloatImage.html#ExpColors">ExpColors</a></b>(const Exp: Single);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBFloatImage.html#LerpWith">LerpWith</a></b>(const Value: Single; SecondImage: <a href="CastleImages.TCastleImage.html">TCastleImage</a>); override;</code></td>
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<td class="itemcode"><code>class procedure <b><a href="CastleImages.TRGBFloatImage.html#MixColors">MixColors</a></b>(const OutputColor: Pointer; const Weights: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>; const Colors: <a href="CastleVectors.html#TVector4Pointer">TVector4Pointer</a>); override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleImages.TRGBFloatImage.html#RGBFloatPixels">RGBFloatPixels</a></b>: <a href="CastleVectors.html#PVector3Single">PVector3Single</a> read GetRGBFloatPixels;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="PixelSize"></a><code>class function <b>PixelSize</b>: Cardinal; override;</code></td>
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<td class="itemcode"><a name="ColorComponentsCount"></a><code>class function <b>ColorComponentsCount</b>: Cardinal; override;</code></td>
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<td class="itemcode"><a name="PixelPtr"></a><code>function <b>PixelPtr</b>(const X, Y: Cardinal; const Z: Cardinal = 0): <a href="CastleVectors.html#PVector3Single">PVector3Single</a>;</code></td>
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<td class="itemcode"><a name="RowPtr"></a><code>function <b>RowPtr</b>(const Y: Cardinal; const Z: Cardinal = 0): <a href="CastleVectors.html#PArray_Vector3Single">PArray_Vector3Single</a>;</code></td>
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<td class="itemcode"><a name="SetColorRGB"></a><code>procedure <b>SetColorRGB</b>(const x, y: Integer; const v: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); override;</code></td>
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<td class="itemcode"><a name="Clear"></a><code>procedure <b>Clear</b>(const Pixel: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); reintroduce;</code></td>
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<td class="itemcode"><a name="IsClear"></a><code>function <b>IsClear</b>(const Pixel: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; reintroduce;</code></td>
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<td class="itemcode"><a name="ToRGBImage"></a><code>function <b>ToRGBImage</b>: <a href="CastleImages.TRGBImage.html">TRGBImage</a>;</code></td>
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<p>
Converts <a class="normal" href="CastleImages.TRGBFloatImage.html">TRGBFloatImage</a> to <a class="normal" href="CastleImages.TRGBImage.html">TRGBImage</a>. Colors in pixels are simply rounded using <a class="normal" href="CastleVectors.html#Vector3Byte">Vector3Byte</a>. So such convertion not only kills the floating-point precision in float format but also clamps color components to 0..1.</p>
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<td class="itemcode"><a name="ScaleColors"></a><code>procedure <b>ScaleColors</b>(const Scale: Single);</code></td>
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<p>
Every component (red, green, blue) of every pixel is multiplied by Scale.</p>
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<td class="itemcode"><a name="ExpColors"></a><code>procedure <b>ExpColors</b>(const Exp: Single);</code></td>
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Every component (red, green, blue) or every pixel is changed to Power(Value, Exp). So e.g. Exp = 1/2.2 gives commonly used gamma correction.</p>
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<td class="itemcode"><a name="LerpWith"></a><code>procedure <b>LerpWith</b>(const Value: Single; SecondImage: <a href="CastleImages.TCastleImage.html">TCastleImage</a>); override;</code></td>
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<td class="itemcode"><a name="MixColors"></a><code>class procedure <b>MixColors</b>(const OutputColor: Pointer; const Weights: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>; const Colors: <a href="CastleVectors.html#TVector4Pointer">TVector4Pointer</a>); override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="RGBFloatPixels"></a><code>property <b>RGBFloatPixels</b>: <a href="CastleVectors.html#PVector3Single">PVector3Single</a> read GetRGBFloatPixels;</code></td>
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<p>
This is the same pointer as <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a>, only typecasted to <a class="normal" href="CastleVectors.html#PVector3Single">PVector3Single</a></p>
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