using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
/** @addtogroup Rendering
* @{
*/
/// Various options that control shadow rendering for a specific view.
public partial class ShadowSettings : ScriptObject
{
private ShadowSettings(bool __dummy0) { }
protected ShadowSettings() { }
///
/// Maximum distance that directional light shadows are allowed to render at. Decreasing the distance can yield higher
/// quality shadows nearer to the viewer, as the shadow map resolution isn't being used up on far away portions of the
/// scene. In world units (meters).
///
public float DirectionalShadowDistance
{
get { return Internal_getdirectionalShadowDistance(mCachedPtr); }
set { Internal_setdirectionalShadowDistance(mCachedPtr, value); }
}
///
/// Number of cascades to use for directional shadows. Higher number of cascades increases shadow quality as each
/// individual cascade has less area to cover, but can significantly increase performance cost, as well as a minor
/// increase in memory cost. Valid range is roughly [1, 6].
///
public uint NumCascades
{
get { return Internal_getnumCascades(mCachedPtr); }
set { Internal_setnumCascades(mCachedPtr, value); }
}
///
/// Allows you to control how are directional shadow cascades distributed. Value of 1 means the cascades will be linearly
/// split, each cascade taking up the same amount of space. Value of 2 means each subsequent split will be twice the size
/// of the previous one (meaning cascades closer to the viewer cover a smaller area, and therefore yield higher
/// resolution shadows). Higher values increase the size disparity between near and far cascades at an exponential rate.
/// Valid range is roughly [1, 4].
///
public float CascadeDistributionExponent
{
get { return Internal_getcascadeDistributionExponent(mCachedPtr); }
set { Internal_setcascadeDistributionExponent(mCachedPtr, value); }
}
///
/// Determines the number of samples used for percentage closer shadow map filtering. Higher values yield higher quality
/// shadows, at the cost of performance. Valid range is [1, 4].
///
public uint ShadowFilteringQuality
{
get { return Internal_getshadowFilteringQuality(mCachedPtr); }
set { Internal_setshadowFilteringQuality(mCachedPtr, value); }
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_getdirectionalShadowDistance(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setdirectionalShadowDistance(IntPtr thisPtr, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern uint Internal_getnumCascades(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setnumCascades(IntPtr thisPtr, uint value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_getcascadeDistributionExponent(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setcascadeDistributionExponent(IntPtr thisPtr, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern uint Internal_getshadowFilteringQuality(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setshadowFilteringQuality(IntPtr thisPtr, uint value);
}
/** @} */
}