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); } /** @} */ }