using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
/** @addtogroup Rendering
* @{
*/
/// Settings that control rendering for a specific camera (view).
[ShowInInspector]
public partial class RenderSettings : ScriptObject
{
private RenderSettings(bool __dummy0) { }
public RenderSettings()
{
Internal_RenderSettings(this);
}
///
/// Determines should automatic exposure be applied to the HDR image. When turned on the average scene brightness will be
/// calculated and used to automatically expose the image to the optimal range. Use the parameters provided by
/// autoExposure to customize the automatic exposure effect. You may also use exposureScale to manually adjust the
/// automatic exposure. When automatic exposure is turned off you can use exposureScale to manually set the exposure.
///
[ShowInInspector]
[NativeWrapper]
public bool EnableAutoExposure
{
get { return Internal_getenableAutoExposure(mCachedPtr); }
set { Internal_setenableAutoExposure(mCachedPtr, value); }
}
/// Parameters used for customizing automatic scene exposure.
[ShowInInspector]
[NativeWrapper]
public AutoExposureSettings AutoExposure
{
get { return Internal_getautoExposure(mCachedPtr); }
set { Internal_setautoExposure(mCachedPtr, value); }
}
///
/// Determines should the image be tonemapped. Tonemapping converts an HDR image into LDR image by applying a filmic
/// curve to the image, simulating the effect of film cameras. Filmic curve improves image quality by tapering off lows
/// and highs, preventing under- and over-exposure. This is useful if an image contains both very dark and very bright
/// areas, in which case the global exposure parameter would leave some areas either over- or under-exposed. Use
/// #tonemapping to customize how tonemapping performed.
///
/// If this is disabled, then color grading and white balancing will not be enabled either. Only relevant for HDR images.
///
[ShowInInspector]
[NativeWrapper]
public bool EnableTonemapping
{
get { return Internal_getenableTonemapping(mCachedPtr); }
set { Internal_setenableTonemapping(mCachedPtr, value); }
}
/// Parameters used for customizing tonemapping.
[ShowInInspector]
[NativeWrapper]
public TonemappingSettings Tonemapping
{
get { return Internal_gettonemapping(mCachedPtr); }
set { Internal_settonemapping(mCachedPtr, value); }
}
///
/// Parameters used for customizing white balancing. White balancing converts a scene illuminated by a light of the
/// specified temperature into a scene illuminated by a standard D65 illuminant (average midday light) in order to
/// simulate the effects of chromatic adaptation of the human visual system.
///
[ShowInInspector]
[NativeWrapper]
public WhiteBalanceSettings WhiteBalance
{
get { return Internal_getwhiteBalance(mCachedPtr); }
set { Internal_setwhiteBalance(mCachedPtr, value); }
}
/// Parameters used for customizing color grading.
[ShowInInspector]
[NativeWrapper]
public ColorGradingSettings ColorGrading
{
get { return Internal_getcolorGrading(mCachedPtr); }
set { Internal_setcolorGrading(mCachedPtr, value); }
}
/// Parameters used for customizing the depth of field effect.
[ShowInInspector]
[NativeWrapper]
public DepthOfFieldSettings DepthOfField
{
get { return Internal_getdepthOfField(mCachedPtr); }
set { Internal_setdepthOfField(mCachedPtr, value); }
}
/// Parameters used for customizing screen space ambient occlusion.
[ShowInInspector]
[NativeWrapper]
public AmbientOcclusionSettings AmbientOcclusion
{
get { return Internal_getambientOcclusion(mCachedPtr); }
set { Internal_setambientOcclusion(mCachedPtr, value); }
}
/// Parameters used for customizing screen space reflections.
[ShowInInspector]
[NativeWrapper]
public ScreenSpaceReflectionsSettings ScreenSpaceReflections
{
get { return Internal_getscreenSpaceReflections(mCachedPtr); }
set { Internal_setscreenSpaceReflections(mCachedPtr, value); }
}
/// Parameters used for customizing the bloom effect.
[ShowInInspector]
[NativeWrapper]
public BloomSettings Bloom
{
get { return Internal_getbloom(mCachedPtr); }
set { Internal_setbloom(mCachedPtr, value); }
}
/// Enables the fast approximate anti-aliasing effect.
[ShowInInspector]
[NativeWrapper]
public bool EnableFXAA
{
get { return Internal_getenableFXAA(mCachedPtr); }
set { Internal_setenableFXAA(mCachedPtr, value); }
}
///
/// Log2 value to scale the eye adaptation by (for example 2^0 = 1). Smaller values yield darker image, while larger
/// yield brighter image. Allows you to customize exposure manually, applied on top of eye adaptation exposure (if
/// enabled). In range [-8, 8].
///
[ShowInInspector]
[NativeWrapper]
public float ExposureScale
{
get { return Internal_getexposureScale(mCachedPtr); }
set { Internal_setexposureScale(mCachedPtr, value); }
}
///
/// Gamma value to adjust the image for. Larger values result in a brighter image. When tonemapping is turned on the best
/// gamma curve for the output device is chosen automatically and this value can by used to merely tweak that curve. If
/// tonemapping is turned off this is the exact value of the gamma curve that will be applied.
///
[ShowInInspector]
[NativeWrapper]
public float Gamma
{
get { return Internal_getgamma(mCachedPtr); }
set { Internal_setgamma(mCachedPtr, value); }
}
///
/// High dynamic range allows light intensity to be more correctly recorded when rendering by allowing for a larger range
/// of values. The stored light is then converted into visible color range using exposure and a tone mapping operator.
///
[ShowInInspector]
[NativeWrapper]
public bool EnableHDR
{
get { return Internal_getenableHDR(mCachedPtr); }
set { Internal_setenableHDR(mCachedPtr, value); }
}
///
/// Determines if scene objects will be lit by lights. If disabled everything will be rendered using their albedo texture
/// with no lighting applied.
///
[ShowInInspector]
[NativeWrapper]
public bool EnableLighting
{
get { return Internal_getenableLighting(mCachedPtr); }
set { Internal_setenableLighting(mCachedPtr, value); }
}
/// Determines if shadows cast by lights should be rendered. Only relevant if lighting is turned on.
[ShowInInspector]
[NativeWrapper]
public bool EnableShadows
{
get { return Internal_getenableShadows(mCachedPtr); }
set { Internal_setenableShadows(mCachedPtr, value); }
}
/// Parameters used for customizing shadow rendering.
[ShowInInspector]
[NativeWrapper]
public ShadowSettings ShadowSettings
{
get { return Internal_getshadowSettings(mCachedPtr); }
set { Internal_setshadowSettings(mCachedPtr, value); }
}
/// Determines if indirect lighting (e.g. from light probes or the sky) is rendered.
[ShowInInspector]
[NativeWrapper]
public bool EnableIndirectLighting
{
get { return Internal_getenableIndirectLighting(mCachedPtr); }
set { Internal_setenableIndirectLighting(mCachedPtr, value); }
}
///
/// Signals the renderer to only render overlays (like GUI), and not scene objects. Such rendering doesn't require depth
/// buffer or multi-sampled render targets and will not render any scene objects. This can improve performance and memory
/// usage for overlay-only views.
///
[ShowInInspector]
[NativeWrapper]
public bool OverlayOnly
{
get { return Internal_getoverlayOnly(mCachedPtr); }
set { Internal_setoverlayOnly(mCachedPtr, value); }
}
///
/// If enabled the camera will use the skybox for rendering the background. A skybox has to be present in the scene. When
/// disabled the camera will use the clear color for rendering the background.
///
[ShowInInspector]
[NativeWrapper]
public bool EnableSkybox
{
get { return Internal_getenableSkybox(mCachedPtr); }
set { Internal_setenableSkybox(mCachedPtr, value); }
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_RenderSettings(RenderSettings managedInstance);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_getenableAutoExposure(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setenableAutoExposure(IntPtr thisPtr, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern AutoExposureSettings Internal_getautoExposure(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setautoExposure(IntPtr thisPtr, AutoExposureSettings value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_getenableTonemapping(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setenableTonemapping(IntPtr thisPtr, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern TonemappingSettings Internal_gettonemapping(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_settonemapping(IntPtr thisPtr, TonemappingSettings value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern WhiteBalanceSettings Internal_getwhiteBalance(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setwhiteBalance(IntPtr thisPtr, WhiteBalanceSettings value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ColorGradingSettings Internal_getcolorGrading(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setcolorGrading(IntPtr thisPtr, ColorGradingSettings value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern DepthOfFieldSettings Internal_getdepthOfField(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setdepthOfField(IntPtr thisPtr, DepthOfFieldSettings value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern AmbientOcclusionSettings Internal_getambientOcclusion(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setambientOcclusion(IntPtr thisPtr, AmbientOcclusionSettings value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ScreenSpaceReflectionsSettings Internal_getscreenSpaceReflections(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setscreenSpaceReflections(IntPtr thisPtr, ScreenSpaceReflectionsSettings value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern BloomSettings Internal_getbloom(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setbloom(IntPtr thisPtr, BloomSettings value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_getenableFXAA(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setenableFXAA(IntPtr thisPtr, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_getexposureScale(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setexposureScale(IntPtr thisPtr, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_getgamma(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setgamma(IntPtr thisPtr, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_getenableHDR(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setenableHDR(IntPtr thisPtr, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_getenableLighting(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setenableLighting(IntPtr thisPtr, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_getenableShadows(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setenableShadows(IntPtr thisPtr, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ShadowSettings Internal_getshadowSettings(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setshadowSettings(IntPtr thisPtr, ShadowSettings value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_getenableIndirectLighting(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setenableIndirectLighting(IntPtr thisPtr, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_getoverlayOnly(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setoverlayOnly(IntPtr thisPtr, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_getenableSkybox(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setenableSkybox(IntPtr thisPtr, bool value);
}
/** @} */
}