using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
/** @addtogroup Rendering
* @{
*/
///
/// Viewport determines to which RenderTarget should rendering be performed. It allows you to render to a sub-region of
/// the target by specifying the area rectangle, and allows you to set up color/depth/stencil clear values for that
/// specific region.
///
public partial class Viewport : ScriptObject
{
private Viewport(bool __dummy0) { }
protected Viewport() { }
/// Creates a new viewport.
public Viewport(RenderTarget target, float x = 0f, float y = 0f, float width = 1f, float height = 1f)
{
Internal_create(this, target, x, y, width, height);
}
/// Determines the render target the viewport is associated with.
public RenderTarget Target
{
get { return Internal_getTarget(mCachedPtr); }
set { Internal_setTarget(mCachedPtr, value); }
}
/// Determines the area that the viewport covers. Coordinates are in normalized [0, 1] range.
public Rect2 Area
{
get
{
Rect2 temp;
Internal_getArea(mCachedPtr, out temp);
return temp;
}
set { Internal_setArea(mCachedPtr, ref value); }
}
/// Returns the area of the render target covered by the viewport, in pixels.
public Rect2I PixelArea
{
get
{
Rect2I temp;
Internal_getPixelArea(mCachedPtr, out temp);
return temp;
}
}
///
/// Determines which portions of the render target should be cleared before rendering to this viewport is performed.
///
public ClearFlags ClearFlags
{
get { return Internal_getClearFlags(mCachedPtr); }
set { Internal_setClearFlags(mCachedPtr, value); }
}
/// Determines the color to clear the viewport to before rendering, if color clear is enabled.
public Color ClearColor
{
get
{
Color temp;
Internal_getClearColorValue(mCachedPtr, out temp);
return temp;
}
set { Internal_setClearColorValue(mCachedPtr, ref value); }
}
/// Determines the value to clear the depth buffer to before rendering, if depth clear is enabled.
public float ClearDepth
{
get { return Internal_getClearDepthValue(mCachedPtr); }
set { Internal_setClearDepthValue(mCachedPtr, value); }
}
/// Determines the value to clear the stencil buffer to before rendering, if stencil clear is enabled.
public ushort ClearStencil
{
get { return Internal_getClearStencilValue(mCachedPtr); }
set { Internal_setClearStencilValue(mCachedPtr, value); }
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setTarget(IntPtr thisPtr, RenderTarget target);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern RenderTarget Internal_getTarget(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setArea(IntPtr thisPtr, ref Rect2 area);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_getArea(IntPtr thisPtr, out Rect2 __output);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_getPixelArea(IntPtr thisPtr, out Rect2I __output);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setClearFlags(IntPtr thisPtr, ClearFlags flags);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ClearFlags Internal_getClearFlags(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setClearColorValue(IntPtr thisPtr, ref Color color);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_getClearColorValue(IntPtr thisPtr, out Color __output);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setClearDepthValue(IntPtr thisPtr, float depth);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_getClearDepthValue(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setClearStencilValue(IntPtr thisPtr, ushort value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ushort Internal_getClearStencilValue(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_create(Viewport managedInstance, RenderTarget target, float x, float y, float width, float height);
}
/** @} */
}