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Builtin SpotDiffuse effect.
public class SpotDiffuse : Effect, IDisposable, IUnknown
Initializes a new instance of the SpotDiffuse class.
public SpotDiffuse(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 focus of the spot light. This property is unitless and is defined between 0 and 200.
public float Focus { 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 Vector3 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 cone angle that restricts the region where the light is projected. No light is projected outside the cone. The limiting cone angle is the angle between the spot light axis (the axis between the LightPosition and PointsAt properties) and the spot light cone. This property is defined in degrees and must be between 0 to 90 degrees.
public float LimitingConeAngle { get; set; }
Where the spot light is focused. The property is exposed as a Vector3 with – (x, y, z). The units are in DIPs and the values are unbounded.
public Vector3 PointsAt { 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 SpotDiffuseScaleMode 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 SpotDiffuse effect.
public static SpotDiffuse Create(DeviceContext context)
context
DeviceContext