Code:
/ Dotnetfx_Vista_SP2 / Dotnetfx_Vista_SP2 / 8.0.50727.4016 / DEVDIV / depot / DevDiv / releases / Orcas / QFE / wpf / src / Core / CSharp / System / Windows / Media3D / EmissiveMaterial.cs / 1 / EmissiveMaterial.cs
//---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // // Description: 3D emissive material // // See spec at *** FILL IN LATER *** // //--------------------------------------------------------------------------- using System; using System.Diagnostics; using System.Runtime.InteropServices; using System.Windows.Markup; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Media.Composition; using MS.Internal; namespace System.Windows.Media.Media3D { ////// EmissiveMaterial allows a 2d brush to be used on a 3d model that has been lit /// as if it were emitting light equal to the color of the brush /// public sealed partial class EmissiveMaterial : Material { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- #region Constructors ////// Constructs a EmissiveMaterial /// public EmissiveMaterial() { } ////// Constructor that sets the Brush property to "brush" /// /// The new material's brush public EmissiveMaterial(Brush brush) { Brush = brush; } #endregion Constructors internal override bool PreCompute() { _requiresRealization = Material.PreCompute(Brush); return _requiresRealization; } internal override void UpdateRealizations( RealizationContext ctx, ref Rect bounds ) { Debug.Assert(_requiresRealization); Material.UpdateRealizations(Brush, ctx, ref bounds); } internal override bool RequiresRealization { get { return _requiresRealization; } } //------------------------------------------------------ // // Private Fields // //----------------------------------------------------- #region Private Fields private bool _requiresRealization = false; #endregion Private Fields } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved. //---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // // Description: 3D emissive material // // See spec at *** FILL IN LATER *** // //--------------------------------------------------------------------------- using System; using System.Diagnostics; using System.Runtime.InteropServices; using System.Windows.Markup; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Media.Composition; using MS.Internal; namespace System.Windows.Media.Media3D { ////// EmissiveMaterial allows a 2d brush to be used on a 3d model that has been lit /// as if it were emitting light equal to the color of the brush /// public sealed partial class EmissiveMaterial : Material { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- #region Constructors ////// Constructs a EmissiveMaterial /// public EmissiveMaterial() { } ////// Constructor that sets the Brush property to "brush" /// /// The new material's brush public EmissiveMaterial(Brush brush) { Brush = brush; } #endregion Constructors internal override bool PreCompute() { _requiresRealization = Material.PreCompute(Brush); return _requiresRealization; } internal override void UpdateRealizations( RealizationContext ctx, ref Rect bounds ) { Debug.Assert(_requiresRealization); Material.UpdateRealizations(Brush, ctx, ref bounds); } internal override bool RequiresRealization { get { return _requiresRealization; } } //------------------------------------------------------ // // Private Fields // //----------------------------------------------------- #region Private Fields private bool _requiresRealization = false; #endregion Private Fields } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
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