ShadowSettings.generated.cs 3.8 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>Various options that control shadow rendering for a specific view.</summary>
  10. [ShowInInspector]
  11. public partial class ShadowSettings : ScriptObject
  12. {
  13. private ShadowSettings(bool __dummy0) { }
  14. public ShadowSettings()
  15. {
  16. Internal_ShadowSettings(this);
  17. }
  18. /// <summary>
  19. /// Maximum distance that directional light shadows are allowed to render at. Decreasing the distance can yield higher
  20. /// quality shadows nearer to the viewer, as the shadow map resolution isn't being used up on far away portions of the
  21. /// scene. In world units (meters).
  22. /// </summary>
  23. [ShowInInspector]
  24. [NativeWrapper]
  25. public float DirectionalShadowDistance
  26. {
  27. get { return Internal_getdirectionalShadowDistance(mCachedPtr); }
  28. set { Internal_setdirectionalShadowDistance(mCachedPtr, value); }
  29. }
  30. /// <summary>
  31. /// Number of cascades to use for directional shadows. Higher number of cascades increases shadow quality as each
  32. /// individual cascade has less area to cover, but can significantly increase performance cost, as well as a minor
  33. /// increase in memory cost. Valid range is roughly [1, 6].
  34. /// </summary>
  35. [ShowInInspector]
  36. [NativeWrapper]
  37. public uint NumCascades
  38. {
  39. get { return Internal_getnumCascades(mCachedPtr); }
  40. set { Internal_setnumCascades(mCachedPtr, value); }
  41. }
  42. /// <summary>
  43. /// Allows you to control how are directional shadow cascades distributed. Value of 1 means the cascades will be linearly
  44. /// split, each cascade taking up the same amount of space. Value of 2 means each subsequent split will be twice the size
  45. /// of the previous one (meaning cascades closer to the viewer cover a smaller area, and therefore yield higher
  46. /// resolution shadows). Higher values increase the size disparity between near and far cascades at an exponential rate.
  47. /// Valid range is roughly [1, 4].
  48. /// </summary>
  49. [ShowInInspector]
  50. [NativeWrapper]
  51. public float CascadeDistributionExponent
  52. {
  53. get { return Internal_getcascadeDistributionExponent(mCachedPtr); }
  54. set { Internal_setcascadeDistributionExponent(mCachedPtr, value); }
  55. }
  56. /// <summary>
  57. /// Determines the number of samples used for percentage closer shadow map filtering. Higher values yield higher quality
  58. /// shadows, at the cost of performance. Valid range is [1, 4].
  59. /// </summary>
  60. [ShowInInspector]
  61. [NativeWrapper]
  62. public uint ShadowFilteringQuality
  63. {
  64. get { return Internal_getshadowFilteringQuality(mCachedPtr); }
  65. set { Internal_setshadowFilteringQuality(mCachedPtr, value); }
  66. }
  67. [MethodImpl(MethodImplOptions.InternalCall)]
  68. private static extern void Internal_ShadowSettings(ShadowSettings managedInstance);
  69. [MethodImpl(MethodImplOptions.InternalCall)]
  70. private static extern float Internal_getdirectionalShadowDistance(IntPtr thisPtr);
  71. [MethodImpl(MethodImplOptions.InternalCall)]
  72. private static extern void Internal_setdirectionalShadowDistance(IntPtr thisPtr, float value);
  73. [MethodImpl(MethodImplOptions.InternalCall)]
  74. private static extern uint Internal_getnumCascades(IntPtr thisPtr);
  75. [MethodImpl(MethodImplOptions.InternalCall)]
  76. private static extern void Internal_setnumCascades(IntPtr thisPtr, uint value);
  77. [MethodImpl(MethodImplOptions.InternalCall)]
  78. private static extern float Internal_getcascadeDistributionExponent(IntPtr thisPtr);
  79. [MethodImpl(MethodImplOptions.InternalCall)]
  80. private static extern void Internal_setcascadeDistributionExponent(IntPtr thisPtr, float value);
  81. [MethodImpl(MethodImplOptions.InternalCall)]
  82. private static extern uint Internal_getshadowFilteringQuality(IntPtr thisPtr);
  83. [MethodImpl(MethodImplOptions.InternalCall)]
  84. private static extern void Internal_setshadowFilteringQuality(IntPtr thisPtr, uint value);
  85. }
  86. /** @} */
  87. }