Table of Contents

Class DistantSpecular

Namespace
SharpDX.Direct2D1.Effects
Assembly
SharpDX.Direct2D1.dll

Built in DistantSpecular effect.

public class DistantSpecular : Effect
Inheritance
DistantSpecular
Inherited Members

Constructors

DistantSpecular(DeviceContext)

Initializes a new instance of DistantSpecular effect.

public DistantSpecular(DeviceContext context)

Parameters

context DeviceContext

Properties

Azimuth

The direction angle of the light source in the XY plane relative to the X-axis in the counter clock wise direction. The units are in degrees and must be between 0 and 360 degrees.

public float Azimuth { get; set; }

Property Value

float

Color

The color of the incoming light. This property is exposed as a – (R, G, B) and used to compute LR, LG, LB.

public RawVector3 Color { get; set; }

Property Value

RawVector3

Elevation

The direction angle of the light source in the YZ plane relative to the Y-axis in the counter clock wise direction. The units are in degrees and must be between 0 and 360 degrees.

public float Elevation { get; set; }

Property Value

float

KernelUnitLength

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 (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 RawVector2 KernelUnitLength { get; set; }

Property Value

RawVector2

ScaleMode

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 DistantSpecularScaleMode ScaleMode { get; set; }

Property Value

DistantSpecularScaleMode

SpecularConstant

The ratio of specular reflection to the incoming light. The value is unitless and must be between 0 and 10,000.

public float SpecularConstant { get; set; }

Property Value

float

SpecularExponent

The exponent for the specular term in the Phong lighting equation. A larger value corresponds to a more reflective surface. The value is unitless and must be between 1.0 and 128.

public float SpecularExponent { get; set; }

Property Value

float

SurfaceScale

The scale factor in the Z direction. The value is unitless and must be between 0 and 10,000.

public float SurfaceScale { get; set; }

Property Value

float