BloomSettings.generated.cs 3.6 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 the bloom effect. Bloom adds an extra highlight to bright areas of the scene.</summary>
  10. [ShowInInspector]
  11. public partial class BloomSettings : ScriptObject
  12. {
  13. private BloomSettings(bool __dummy0) { }
  14. public BloomSettings()
  15. {
  16. Internal_BloomSettings(this);
  17. }
  18. /// <summary>Enables or disables the bloom effect.</summary>
  19. [ShowInInspector]
  20. [NativeWrapper]
  21. public bool Enabled
  22. {
  23. get { return Internal_getenabled(mCachedPtr); }
  24. set { Internal_setenabled(mCachedPtr, value); }
  25. }
  26. /// <summary>
  27. /// Quality of the bloom effect. Higher values will use higher resolution texture for calculating bloom, at the cost of
  28. /// lower performance. Valid range is [0, 3], default is 2.
  29. /// </summary>
  30. [ShowInInspector]
  31. [NativeWrapper]
  32. public uint Quality
  33. {
  34. get { return Internal_getquality(mCachedPtr); }
  35. set { Internal_setquality(mCachedPtr, value); }
  36. }
  37. /// <summary>
  38. /// Determines the minimal threshold of pixel luminance to be included in the bloom calculations. Any pixel with
  39. /// luminance below this value will be ignored for the purposes of bloom. The value represents luminance after it is
  40. /// scaled by exposure. Set to zero or negative to disable the threshold and include all pixels in the calculations.
  41. /// </summary>
  42. [ShowInInspector]
  43. [NativeWrapper]
  44. public float Threshold
  45. {
  46. get { return Internal_getthreshold(mCachedPtr); }
  47. set { Internal_setthreshold(mCachedPtr, value); }
  48. }
  49. /// <summary>
  50. /// Determines the intensity of the bloom effect. Ideally should be in [0, 4] range but higher values are allowed.
  51. /// </summary>
  52. [ShowInInspector]
  53. [NativeWrapper]
  54. public float Intensity
  55. {
  56. get { return Internal_getintensity(mCachedPtr); }
  57. set { Internal_setintensity(mCachedPtr, value); }
  58. }
  59. /// <summary>
  60. /// Tint color to apply to the bloom highlight. A pure white means the bloom inherits the underlying scene color.
  61. /// </summary>
  62. [ShowInInspector]
  63. [NativeWrapper]
  64. public Color Tint
  65. {
  66. get
  67. {
  68. Color temp;
  69. Internal_gettint(mCachedPtr, out temp);
  70. return temp;
  71. }
  72. set { Internal_settint(mCachedPtr, ref value); }
  73. }
  74. [MethodImpl(MethodImplOptions.InternalCall)]
  75. private static extern void Internal_BloomSettings(BloomSettings managedInstance);
  76. [MethodImpl(MethodImplOptions.InternalCall)]
  77. private static extern bool Internal_getenabled(IntPtr thisPtr);
  78. [MethodImpl(MethodImplOptions.InternalCall)]
  79. private static extern void Internal_setenabled(IntPtr thisPtr, bool value);
  80. [MethodImpl(MethodImplOptions.InternalCall)]
  81. private static extern uint Internal_getquality(IntPtr thisPtr);
  82. [MethodImpl(MethodImplOptions.InternalCall)]
  83. private static extern void Internal_setquality(IntPtr thisPtr, uint value);
  84. [MethodImpl(MethodImplOptions.InternalCall)]
  85. private static extern float Internal_getthreshold(IntPtr thisPtr);
  86. [MethodImpl(MethodImplOptions.InternalCall)]
  87. private static extern void Internal_setthreshold(IntPtr thisPtr, float value);
  88. [MethodImpl(MethodImplOptions.InternalCall)]
  89. private static extern float Internal_getintensity(IntPtr thisPtr);
  90. [MethodImpl(MethodImplOptions.InternalCall)]
  91. private static extern void Internal_setintensity(IntPtr thisPtr, float value);
  92. [MethodImpl(MethodImplOptions.InternalCall)]
  93. private static extern void Internal_gettint(IntPtr thisPtr, out Color __output);
  94. [MethodImpl(MethodImplOptions.InternalCall)]
  95. private static extern void Internal_settint(IntPtr thisPtr, ref Color value);
  96. }
  97. /** @} */
  98. }