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Builtin PointDiffuse effect.
public class PointDiffuse : Effect, IDisposable, IUnknown
Initializes a new instance of the PointDiffuse class.
public PointDiffuse(IntPtr nativePtr)
nativePtr
System.IntPtrThe native pointer.
The color of the incoming light. This property is exposed as a Vector3 – (R, G, B) and used to compute LR, LG, LB.
public Vector3 Color { get; set; }
The ratio of diffuse reflection to amount of incoming light. This property must be between 0 and 10,000 and is unitless.
public float DiffuseConstant { get; set; }
The size of an element in the Sobel kernel used to generate the surface normal in the X and Y direction. This property maps to the dx and dy values in the Sobel gradient. This property is a Vector2 (Kernel Unit Length X, Kernel Unit Length Y) and is defined in (device-independent pixels (DIPs)/Kernel Unit). The effect uses bilinear interpolation to scale the bitmap to match size of kernel elements.
public Vector2 KernelUnitLength { get; set; }
The light position of the point light source. The property is a D2D1_VECTOR_3F defined as (x, y, z). The units are in device-independent pixels (DIPs) and the values are unitless and unbounded.
public Vector3 LightPosition { get; set; }
The interpolation mode the effect uses to scale the image to the corresponding kernel unit length. There are six scale modes that range in quality and speed. If you don't select a mode, the effect uses the interpolation mode of the device context. See Scale modes for more info.
public PointDiffuseScaleMode ScaleMode { get; set; }
The scale factor in the Z direction. The value is unitless and must be between 0 and 10,000.
public float SurfaceScale { get; set; }
Initializes a new instance of PointDiffuse effect.
public static PointDiffuse Create(DeviceContext context)
context
DeviceContext