RenderSettings.generated.cs 14 KB

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  1. using System;
  2. using System.Runtime.CompilerServices;
  3. using System.Runtime.InteropServices;
  4. namespace BansheeEngine
  5. {
  6. /** @addtogroup Rendering
  7. * @{
  8. */
  9. /// <summary>Settings that control rendering for a specific camera (view).</summary>
  10. [ShowInInspector]
  11. public partial class RenderSettings : ScriptObject
  12. {
  13. private RenderSettings(bool __dummy0) { }
  14. public RenderSettings()
  15. {
  16. Internal_RenderSettings(this);
  17. }
  18. /// <summary>
  19. /// Determines should automatic exposure be applied to the HDR image. When turned on the average scene brightness will be
  20. /// calculated and used to automatically expose the image to the optimal range. Use the parameters provided by
  21. /// autoExposure to customize the automatic exposure effect. You may also use exposureScale to manually adjust the
  22. /// automatic exposure. When automatic exposure is turned off you can use exposureScale to manually set the exposure.
  23. /// </summary>
  24. [ShowInInspector]
  25. [NativeWrapper]
  26. public bool EnableAutoExposure
  27. {
  28. get { return Internal_getenableAutoExposure(mCachedPtr); }
  29. set { Internal_setenableAutoExposure(mCachedPtr, value); }
  30. }
  31. /// <summary>Parameters used for customizing automatic scene exposure.</summary>
  32. [ShowInInspector]
  33. [NotNull]
  34. [PassByCopy]
  35. [NativeWrapper]
  36. public AutoExposureSettings AutoExposure
  37. {
  38. get { return Internal_getautoExposure(mCachedPtr); }
  39. set { Internal_setautoExposure(mCachedPtr, value); }
  40. }
  41. /// <summary>
  42. /// Determines should the image be tonemapped. Tonemapping converts an HDR image into LDR image by applying a filmic
  43. /// curve to the image, simulating the effect of film cameras. Filmic curve improves image quality by tapering off lows
  44. /// and highs, preventing under- and over-exposure. This is useful if an image contains both very dark and very bright
  45. /// areas, in which case the global exposure parameter would leave some areas either over- or under-exposed. Use
  46. /// #tonemapping to customize how tonemapping performed.
  47. ///
  48. /// If this is disabled, then color grading and white balancing will not be enabled either. Only relevant for HDR images.
  49. /// </summary>
  50. [ShowInInspector]
  51. [NativeWrapper]
  52. public bool EnableTonemapping
  53. {
  54. get { return Internal_getenableTonemapping(mCachedPtr); }
  55. set { Internal_setenableTonemapping(mCachedPtr, value); }
  56. }
  57. /// <summary>Parameters used for customizing tonemapping.</summary>
  58. [ShowInInspector]
  59. [NotNull]
  60. [PassByCopy]
  61. [NativeWrapper]
  62. public TonemappingSettings Tonemapping
  63. {
  64. get { return Internal_gettonemapping(mCachedPtr); }
  65. set { Internal_settonemapping(mCachedPtr, value); }
  66. }
  67. /// <summary>
  68. /// Parameters used for customizing white balancing. White balancing converts a scene illuminated by a light of the
  69. /// specified temperature into a scene illuminated by a standard D65 illuminant (average midday light) in order to
  70. /// simulate the effects of chromatic adaptation of the human visual system.
  71. /// </summary>
  72. [ShowInInspector]
  73. [NotNull]
  74. [PassByCopy]
  75. [NativeWrapper]
  76. public WhiteBalanceSettings WhiteBalance
  77. {
  78. get { return Internal_getwhiteBalance(mCachedPtr); }
  79. set { Internal_setwhiteBalance(mCachedPtr, value); }
  80. }
  81. /// <summary>Parameters used for customizing color grading.</summary>
  82. [ShowInInspector]
  83. [NotNull]
  84. [PassByCopy]
  85. [NativeWrapper]
  86. public ColorGradingSettings ColorGrading
  87. {
  88. get { return Internal_getcolorGrading(mCachedPtr); }
  89. set { Internal_setcolorGrading(mCachedPtr, value); }
  90. }
  91. /// <summary>Parameters used for customizing the depth of field effect.</summary>
  92. [ShowInInspector]
  93. [NotNull]
  94. [PassByCopy]
  95. [NativeWrapper]
  96. public DepthOfFieldSettings DepthOfField
  97. {
  98. get { return Internal_getdepthOfField(mCachedPtr); }
  99. set { Internal_setdepthOfField(mCachedPtr, value); }
  100. }
  101. /// <summary>Parameters used for customizing screen space ambient occlusion.</summary>
  102. [ShowInInspector]
  103. [NotNull]
  104. [PassByCopy]
  105. [NativeWrapper]
  106. public AmbientOcclusionSettings AmbientOcclusion
  107. {
  108. get { return Internal_getambientOcclusion(mCachedPtr); }
  109. set { Internal_setambientOcclusion(mCachedPtr, value); }
  110. }
  111. /// <summary>Parameters used for customizing screen space reflections.</summary>
  112. [ShowInInspector]
  113. [NotNull]
  114. [PassByCopy]
  115. [NativeWrapper]
  116. public ScreenSpaceReflectionsSettings ScreenSpaceReflections
  117. {
  118. get { return Internal_getscreenSpaceReflections(mCachedPtr); }
  119. set { Internal_setscreenSpaceReflections(mCachedPtr, value); }
  120. }
  121. /// <summary>Parameters used for customizing the bloom effect.</summary>
  122. [ShowInInspector]
  123. [NotNull]
  124. [PassByCopy]
  125. [NativeWrapper]
  126. public BloomSettings Bloom
  127. {
  128. get { return Internal_getbloom(mCachedPtr); }
  129. set { Internal_setbloom(mCachedPtr, value); }
  130. }
  131. /// <summary>Enables the fast approximate anti-aliasing effect.</summary>
  132. [ShowInInspector]
  133. [NativeWrapper]
  134. public bool EnableFXAA
  135. {
  136. get { return Internal_getenableFXAA(mCachedPtr); }
  137. set { Internal_setenableFXAA(mCachedPtr, value); }
  138. }
  139. /// <summary>
  140. /// Log2 value to scale the eye adaptation by (for example 2^0 = 1). Smaller values yield darker image, while larger
  141. /// yield brighter image. Allows you to customize exposure manually, applied on top of eye adaptation exposure (if
  142. /// enabled). In range [-8, 8].
  143. /// </summary>
  144. [ShowInInspector]
  145. [NativeWrapper]
  146. public float ExposureScale
  147. {
  148. get { return Internal_getexposureScale(mCachedPtr); }
  149. set { Internal_setexposureScale(mCachedPtr, value); }
  150. }
  151. /// <summary>
  152. /// Gamma value to adjust the image for. Larger values result in a brighter image. When tonemapping is turned on the best
  153. /// gamma curve for the output device is chosen automatically and this value can by used to merely tweak that curve. If
  154. /// tonemapping is turned off this is the exact value of the gamma curve that will be applied.
  155. /// </summary>
  156. [ShowInInspector]
  157. [NativeWrapper]
  158. public float Gamma
  159. {
  160. get { return Internal_getgamma(mCachedPtr); }
  161. set { Internal_setgamma(mCachedPtr, value); }
  162. }
  163. /// <summary>
  164. /// High dynamic range allows light intensity to be more correctly recorded when rendering by allowing for a larger range
  165. /// of values. The stored light is then converted into visible color range using exposure and a tone mapping operator.
  166. /// </summary>
  167. [ShowInInspector]
  168. [NativeWrapper]
  169. public bool EnableHDR
  170. {
  171. get { return Internal_getenableHDR(mCachedPtr); }
  172. set { Internal_setenableHDR(mCachedPtr, value); }
  173. }
  174. /// <summary>
  175. /// Determines if scene objects will be lit by lights. If disabled everything will be rendered using their albedo texture
  176. /// with no lighting applied.
  177. /// </summary>
  178. [ShowInInspector]
  179. [NativeWrapper]
  180. public bool EnableLighting
  181. {
  182. get { return Internal_getenableLighting(mCachedPtr); }
  183. set { Internal_setenableLighting(mCachedPtr, value); }
  184. }
  185. /// <summary>Determines if shadows cast by lights should be rendered. Only relevant if lighting is turned on.</summary>
  186. [ShowInInspector]
  187. [NativeWrapper]
  188. public bool EnableShadows
  189. {
  190. get { return Internal_getenableShadows(mCachedPtr); }
  191. set { Internal_setenableShadows(mCachedPtr, value); }
  192. }
  193. /// <summary>Parameters used for customizing shadow rendering.</summary>
  194. [ShowInInspector]
  195. [NotNull]
  196. [PassByCopy]
  197. [NativeWrapper]
  198. public ShadowSettings ShadowSettings
  199. {
  200. get { return Internal_getshadowSettings(mCachedPtr); }
  201. set { Internal_setshadowSettings(mCachedPtr, value); }
  202. }
  203. /// <summary>Determines if indirect lighting (e.g. from light probes or the sky) is rendered.</summary>
  204. [ShowInInspector]
  205. [NativeWrapper]
  206. public bool EnableIndirectLighting
  207. {
  208. get { return Internal_getenableIndirectLighting(mCachedPtr); }
  209. set { Internal_setenableIndirectLighting(mCachedPtr, value); }
  210. }
  211. /// <summary>
  212. /// Signals the renderer to only render overlays (like GUI), and not scene objects. Such rendering doesn't require depth
  213. /// buffer or multi-sampled render targets and will not render any scene objects. This can improve performance and memory
  214. /// usage for overlay-only views.
  215. /// </summary>
  216. [ShowInInspector]
  217. [NativeWrapper]
  218. public bool OverlayOnly
  219. {
  220. get { return Internal_getoverlayOnly(mCachedPtr); }
  221. set { Internal_setoverlayOnly(mCachedPtr, value); }
  222. }
  223. /// <summary>
  224. /// If enabled the camera will use the skybox for rendering the background. A skybox has to be present in the scene. When
  225. /// disabled the camera will use the clear color for rendering the background.
  226. /// </summary>
  227. [ShowInInspector]
  228. [NativeWrapper]
  229. public bool EnableSkybox
  230. {
  231. get { return Internal_getenableSkybox(mCachedPtr); }
  232. set { Internal_setenableSkybox(mCachedPtr, value); }
  233. }
  234. [MethodImpl(MethodImplOptions.InternalCall)]
  235. private static extern void Internal_RenderSettings(RenderSettings managedInstance);
  236. [MethodImpl(MethodImplOptions.InternalCall)]
  237. private static extern bool Internal_getenableAutoExposure(IntPtr thisPtr);
  238. [MethodImpl(MethodImplOptions.InternalCall)]
  239. private static extern void Internal_setenableAutoExposure(IntPtr thisPtr, bool value);
  240. [MethodImpl(MethodImplOptions.InternalCall)]
  241. private static extern AutoExposureSettings Internal_getautoExposure(IntPtr thisPtr);
  242. [MethodImpl(MethodImplOptions.InternalCall)]
  243. private static extern void Internal_setautoExposure(IntPtr thisPtr, AutoExposureSettings value);
  244. [MethodImpl(MethodImplOptions.InternalCall)]
  245. private static extern bool Internal_getenableTonemapping(IntPtr thisPtr);
  246. [MethodImpl(MethodImplOptions.InternalCall)]
  247. private static extern void Internal_setenableTonemapping(IntPtr thisPtr, bool value);
  248. [MethodImpl(MethodImplOptions.InternalCall)]
  249. private static extern TonemappingSettings Internal_gettonemapping(IntPtr thisPtr);
  250. [MethodImpl(MethodImplOptions.InternalCall)]
  251. private static extern void Internal_settonemapping(IntPtr thisPtr, TonemappingSettings value);
  252. [MethodImpl(MethodImplOptions.InternalCall)]
  253. private static extern WhiteBalanceSettings Internal_getwhiteBalance(IntPtr thisPtr);
  254. [MethodImpl(MethodImplOptions.InternalCall)]
  255. private static extern void Internal_setwhiteBalance(IntPtr thisPtr, WhiteBalanceSettings value);
  256. [MethodImpl(MethodImplOptions.InternalCall)]
  257. private static extern ColorGradingSettings Internal_getcolorGrading(IntPtr thisPtr);
  258. [MethodImpl(MethodImplOptions.InternalCall)]
  259. private static extern void Internal_setcolorGrading(IntPtr thisPtr, ColorGradingSettings value);
  260. [MethodImpl(MethodImplOptions.InternalCall)]
  261. private static extern DepthOfFieldSettings Internal_getdepthOfField(IntPtr thisPtr);
  262. [MethodImpl(MethodImplOptions.InternalCall)]
  263. private static extern void Internal_setdepthOfField(IntPtr thisPtr, DepthOfFieldSettings value);
  264. [MethodImpl(MethodImplOptions.InternalCall)]
  265. private static extern AmbientOcclusionSettings Internal_getambientOcclusion(IntPtr thisPtr);
  266. [MethodImpl(MethodImplOptions.InternalCall)]
  267. private static extern void Internal_setambientOcclusion(IntPtr thisPtr, AmbientOcclusionSettings value);
  268. [MethodImpl(MethodImplOptions.InternalCall)]
  269. private static extern ScreenSpaceReflectionsSettings Internal_getscreenSpaceReflections(IntPtr thisPtr);
  270. [MethodImpl(MethodImplOptions.InternalCall)]
  271. private static extern void Internal_setscreenSpaceReflections(IntPtr thisPtr, ScreenSpaceReflectionsSettings value);
  272. [MethodImpl(MethodImplOptions.InternalCall)]
  273. private static extern BloomSettings Internal_getbloom(IntPtr thisPtr);
  274. [MethodImpl(MethodImplOptions.InternalCall)]
  275. private static extern void Internal_setbloom(IntPtr thisPtr, BloomSettings value);
  276. [MethodImpl(MethodImplOptions.InternalCall)]
  277. private static extern bool Internal_getenableFXAA(IntPtr thisPtr);
  278. [MethodImpl(MethodImplOptions.InternalCall)]
  279. private static extern void Internal_setenableFXAA(IntPtr thisPtr, bool value);
  280. [MethodImpl(MethodImplOptions.InternalCall)]
  281. private static extern float Internal_getexposureScale(IntPtr thisPtr);
  282. [MethodImpl(MethodImplOptions.InternalCall)]
  283. private static extern void Internal_setexposureScale(IntPtr thisPtr, float value);
  284. [MethodImpl(MethodImplOptions.InternalCall)]
  285. private static extern float Internal_getgamma(IntPtr thisPtr);
  286. [MethodImpl(MethodImplOptions.InternalCall)]
  287. private static extern void Internal_setgamma(IntPtr thisPtr, float value);
  288. [MethodImpl(MethodImplOptions.InternalCall)]
  289. private static extern bool Internal_getenableHDR(IntPtr thisPtr);
  290. [MethodImpl(MethodImplOptions.InternalCall)]
  291. private static extern void Internal_setenableHDR(IntPtr thisPtr, bool value);
  292. [MethodImpl(MethodImplOptions.InternalCall)]
  293. private static extern bool Internal_getenableLighting(IntPtr thisPtr);
  294. [MethodImpl(MethodImplOptions.InternalCall)]
  295. private static extern void Internal_setenableLighting(IntPtr thisPtr, bool value);
  296. [MethodImpl(MethodImplOptions.InternalCall)]
  297. private static extern bool Internal_getenableShadows(IntPtr thisPtr);
  298. [MethodImpl(MethodImplOptions.InternalCall)]
  299. private static extern void Internal_setenableShadows(IntPtr thisPtr, bool value);
  300. [MethodImpl(MethodImplOptions.InternalCall)]
  301. private static extern ShadowSettings Internal_getshadowSettings(IntPtr thisPtr);
  302. [MethodImpl(MethodImplOptions.InternalCall)]
  303. private static extern void Internal_setshadowSettings(IntPtr thisPtr, ShadowSettings value);
  304. [MethodImpl(MethodImplOptions.InternalCall)]
  305. private static extern bool Internal_getenableIndirectLighting(IntPtr thisPtr);
  306. [MethodImpl(MethodImplOptions.InternalCall)]
  307. private static extern void Internal_setenableIndirectLighting(IntPtr thisPtr, bool value);
  308. [MethodImpl(MethodImplOptions.InternalCall)]
  309. private static extern bool Internal_getoverlayOnly(IntPtr thisPtr);
  310. [MethodImpl(MethodImplOptions.InternalCall)]
  311. private static extern void Internal_setoverlayOnly(IntPtr thisPtr, bool value);
  312. [MethodImpl(MethodImplOptions.InternalCall)]
  313. private static extern bool Internal_getenableSkybox(IntPtr thisPtr);
  314. [MethodImpl(MethodImplOptions.InternalCall)]
  315. private static extern void Internal_setenableSkybox(IntPtr thisPtr, bool value);
  316. }
  317. /** @} */
  318. }