BloomSettings.generated.cs 3.4 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. public partial class BloomSettings : ScriptObject
  11. {
  12. private BloomSettings(bool __dummy0) { }
  13. public BloomSettings()
  14. {
  15. Internal_BloomSettings(this);
  16. }
  17. /// <summary>Enables or disables the bloom effect.</summary>
  18. public bool Enabled
  19. {
  20. get { return Internal_getenabled(mCachedPtr); }
  21. set { Internal_setenabled(mCachedPtr, value); }
  22. }
  23. /// <summary>
  24. /// Quality of the bloom effect. Higher values will use higher resolution texture for calculating bloom, at the cost of
  25. /// lower performance. Valid range is [0, 3], default is 2.
  26. /// </summary>
  27. public uint Quality
  28. {
  29. get { return Internal_getquality(mCachedPtr); }
  30. set { Internal_setquality(mCachedPtr, value); }
  31. }
  32. /// <summary>
  33. /// Determines the minimal threshold of pixel luminance to be included in the bloom calculations. Any pixel with
  34. /// luminance below this value will be ignored for the purposes of bloom. The value represents luminance after it is
  35. /// scaled by exposure. Set to zero or negative to disable the threshold and include all pixels in the calculations.
  36. /// </summary>
  37. public float Threshold
  38. {
  39. get { return Internal_getthreshold(mCachedPtr); }
  40. set { Internal_setthreshold(mCachedPtr, value); }
  41. }
  42. /// <summary>
  43. /// Determines the intensity of the bloom effect. Ideally should be in [0, 4] range but higher values are allowed.
  44. /// </summary>
  45. public float Intensity
  46. {
  47. get { return Internal_getintensity(mCachedPtr); }
  48. set { Internal_setintensity(mCachedPtr, value); }
  49. }
  50. /// <summary>
  51. /// Tint color to apply to the bloom highlight. A pure white means the bloom inherits the underlying scene color.
  52. /// </summary>
  53. public Color Tint
  54. {
  55. get
  56. {
  57. Color temp;
  58. Internal_gettint(mCachedPtr, out temp);
  59. return temp;
  60. }
  61. set { Internal_settint(mCachedPtr, ref value); }
  62. }
  63. [MethodImpl(MethodImplOptions.InternalCall)]
  64. private static extern void Internal_BloomSettings(BloomSettings managedInstance);
  65. [MethodImpl(MethodImplOptions.InternalCall)]
  66. private static extern bool Internal_getenabled(IntPtr thisPtr);
  67. [MethodImpl(MethodImplOptions.InternalCall)]
  68. private static extern void Internal_setenabled(IntPtr thisPtr, bool value);
  69. [MethodImpl(MethodImplOptions.InternalCall)]
  70. private static extern uint Internal_getquality(IntPtr thisPtr);
  71. [MethodImpl(MethodImplOptions.InternalCall)]
  72. private static extern void Internal_setquality(IntPtr thisPtr, uint value);
  73. [MethodImpl(MethodImplOptions.InternalCall)]
  74. private static extern float Internal_getthreshold(IntPtr thisPtr);
  75. [MethodImpl(MethodImplOptions.InternalCall)]
  76. private static extern void Internal_setthreshold(IntPtr thisPtr, float value);
  77. [MethodImpl(MethodImplOptions.InternalCall)]
  78. private static extern float Internal_getintensity(IntPtr thisPtr);
  79. [MethodImpl(MethodImplOptions.InternalCall)]
  80. private static extern void Internal_setintensity(IntPtr thisPtr, float value);
  81. [MethodImpl(MethodImplOptions.InternalCall)]
  82. private static extern void Internal_gettint(IntPtr thisPtr, out Color __output);
  83. [MethodImpl(MethodImplOptions.InternalCall)]
  84. private static extern void Internal_settint(IntPtr thisPtr, ref Color value);
  85. }
  86. /** @} */
  87. }