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- using System;
- using System.Runtime.CompilerServices;
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- /** @addtogroup Rendering
- * @{
- */
- /// <summary>Settings that control rendering for a specific camera (view).</summary>
- [ShowInInspector]
- public partial class RenderSettings : ScriptObject
- {
- private RenderSettings(bool __dummy0) { }
- public RenderSettings()
- {
- Internal_RenderSettings(this);
- }
- /// <summary>
- /// Determines should automatic exposure be applied to the HDR image. When turned on the average scene brightness will be
- /// calculated and used to automatically expose the image to the optimal range. Use the parameters provided by
- /// autoExposure to customize the automatic exposure effect. You may also use exposureScale to manually adjust the
- /// automatic exposure. When automatic exposure is turned off you can use exposureScale to manually set the exposure.
- /// </summary>
- [ShowInInspector]
- [NativeWrapper]
- public bool EnableAutoExposure
- {
- get { return Internal_getenableAutoExposure(mCachedPtr); }
- set { Internal_setenableAutoExposure(mCachedPtr, value); }
- }
- /// <summary>Parameters used for customizing automatic scene exposure.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public AutoExposureSettings AutoExposure
- {
- get { return Internal_getautoExposure(mCachedPtr); }
- set { Internal_setautoExposure(mCachedPtr, value); }
- }
- /// <summary>
- /// Determines should the image be tonemapped. Tonemapping converts an HDR image into LDR image by applying a filmic
- /// curve to the image, simulating the effect of film cameras. Filmic curve improves image quality by tapering off lows
- /// and highs, preventing under- and over-exposure. This is useful if an image contains both very dark and very bright
- /// areas, in which case the global exposure parameter would leave some areas either over- or under-exposed. Use
- /// #tonemapping to customize how tonemapping performed.
- ///
- /// If this is disabled, then color grading and white balancing will not be enabled either. Only relevant for HDR images.
- /// </summary>
- [ShowInInspector]
- [NativeWrapper]
- public bool EnableTonemapping
- {
- get { return Internal_getenableTonemapping(mCachedPtr); }
- set { Internal_setenableTonemapping(mCachedPtr, value); }
- }
- /// <summary>Parameters used for customizing tonemapping.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public TonemappingSettings Tonemapping
- {
- get { return Internal_gettonemapping(mCachedPtr); }
- set { Internal_settonemapping(mCachedPtr, value); }
- }
- /// <summary>
- /// Parameters used for customizing white balancing. White balancing converts a scene illuminated by a light of the
- /// specified temperature into a scene illuminated by a standard D65 illuminant (average midday light) in order to
- /// simulate the effects of chromatic adaptation of the human visual system.
- /// </summary>
- [ShowInInspector]
- [NativeWrapper]
- public WhiteBalanceSettings WhiteBalance
- {
- get { return Internal_getwhiteBalance(mCachedPtr); }
- set { Internal_setwhiteBalance(mCachedPtr, value); }
- }
- /// <summary>Parameters used for customizing color grading.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public ColorGradingSettings ColorGrading
- {
- get { return Internal_getcolorGrading(mCachedPtr); }
- set { Internal_setcolorGrading(mCachedPtr, value); }
- }
- /// <summary>Parameters used for customizing the depth of field effect.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public DepthOfFieldSettings DepthOfField
- {
- get { return Internal_getdepthOfField(mCachedPtr); }
- set { Internal_setdepthOfField(mCachedPtr, value); }
- }
- /// <summary>Parameters used for customizing screen space ambient occlusion.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public AmbientOcclusionSettings AmbientOcclusion
- {
- get { return Internal_getambientOcclusion(mCachedPtr); }
- set { Internal_setambientOcclusion(mCachedPtr, value); }
- }
- /// <summary>Parameters used for customizing screen space reflections.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public ScreenSpaceReflectionsSettings ScreenSpaceReflections
- {
- get { return Internal_getscreenSpaceReflections(mCachedPtr); }
- set { Internal_setscreenSpaceReflections(mCachedPtr, value); }
- }
- /// <summary>Parameters used for customizing the bloom effect.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public BloomSettings Bloom
- {
- get { return Internal_getbloom(mCachedPtr); }
- set { Internal_setbloom(mCachedPtr, value); }
- }
- /// <summary>Enables the fast approximate anti-aliasing effect.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public bool EnableFXAA
- {
- get { return Internal_getenableFXAA(mCachedPtr); }
- set { Internal_setenableFXAA(mCachedPtr, value); }
- }
- /// <summary>
- /// Log2 value to scale the eye adaptation by (for example 2^0 = 1). Smaller values yield darker image, while larger
- /// yield brighter image. Allows you to customize exposure manually, applied on top of eye adaptation exposure (if
- /// enabled). In range [-8, 8].
- /// </summary>
- [ShowInInspector]
- [NativeWrapper]
- public float ExposureScale
- {
- get { return Internal_getexposureScale(mCachedPtr); }
- set { Internal_setexposureScale(mCachedPtr, value); }
- }
- /// <summary>
- /// Gamma value to adjust the image for. Larger values result in a brighter image. When tonemapping is turned on the best
- /// gamma curve for the output device is chosen automatically and this value can by used to merely tweak that curve. If
- /// tonemapping is turned off this is the exact value of the gamma curve that will be applied.
- /// </summary>
- [ShowInInspector]
- [NativeWrapper]
- public float Gamma
- {
- get { return Internal_getgamma(mCachedPtr); }
- set { Internal_setgamma(mCachedPtr, value); }
- }
- /// <summary>
- /// High dynamic range allows light intensity to be more correctly recorded when rendering by allowing for a larger range
- /// of values. The stored light is then converted into visible color range using exposure and a tone mapping operator.
- /// </summary>
- [ShowInInspector]
- [NativeWrapper]
- public bool EnableHDR
- {
- get { return Internal_getenableHDR(mCachedPtr); }
- set { Internal_setenableHDR(mCachedPtr, value); }
- }
- /// <summary>
- /// Determines if scene objects will be lit by lights. If disabled everything will be rendered using their albedo texture
- /// with no lighting applied.
- /// </summary>
- [ShowInInspector]
- [NativeWrapper]
- public bool EnableLighting
- {
- get { return Internal_getenableLighting(mCachedPtr); }
- set { Internal_setenableLighting(mCachedPtr, value); }
- }
- /// <summary>Determines if shadows cast by lights should be rendered. Only relevant if lighting is turned on.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public bool EnableShadows
- {
- get { return Internal_getenableShadows(mCachedPtr); }
- set { Internal_setenableShadows(mCachedPtr, value); }
- }
- /// <summary>Parameters used for customizing shadow rendering.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public ShadowSettings ShadowSettings
- {
- get { return Internal_getshadowSettings(mCachedPtr); }
- set { Internal_setshadowSettings(mCachedPtr, value); }
- }
- /// <summary>Determines if indirect lighting (e.g. from light probes or the sky) is rendered.</summary>
- [ShowInInspector]
- [NativeWrapper]
- public bool EnableIndirectLighting
- {
- get { return Internal_getenableIndirectLighting(mCachedPtr); }
- set { Internal_setenableIndirectLighting(mCachedPtr, value); }
- }
- /// <summary>
- /// Signals the renderer to only render overlays (like GUI), and not scene objects. Such rendering doesn't require depth
- /// buffer or multi-sampled render targets and will not render any scene objects. This can improve performance and memory
- /// usage for overlay-only views.
- /// </summary>
- [ShowInInspector]
- [NativeWrapper]
- public bool OverlayOnly
- {
- get { return Internal_getoverlayOnly(mCachedPtr); }
- set { Internal_setoverlayOnly(mCachedPtr, value); }
- }
- /// <summary>
- /// If enabled the camera will use the skybox for rendering the background. A skybox has to be present in the scene. When
- /// disabled the camera will use the clear color for rendering the background.
- /// </summary>
- [ShowInInspector]
- [NativeWrapper]
- public bool EnableSkybox
- {
- get { return Internal_getenableSkybox(mCachedPtr); }
- set { Internal_setenableSkybox(mCachedPtr, value); }
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_RenderSettings(RenderSettings managedInstance);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern bool Internal_getenableAutoExposure(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setenableAutoExposure(IntPtr thisPtr, bool value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern AutoExposureSettings Internal_getautoExposure(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setautoExposure(IntPtr thisPtr, AutoExposureSettings value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern bool Internal_getenableTonemapping(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setenableTonemapping(IntPtr thisPtr, bool value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern TonemappingSettings Internal_gettonemapping(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_settonemapping(IntPtr thisPtr, TonemappingSettings value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern WhiteBalanceSettings Internal_getwhiteBalance(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setwhiteBalance(IntPtr thisPtr, WhiteBalanceSettings value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern ColorGradingSettings Internal_getcolorGrading(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setcolorGrading(IntPtr thisPtr, ColorGradingSettings value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern DepthOfFieldSettings Internal_getdepthOfField(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setdepthOfField(IntPtr thisPtr, DepthOfFieldSettings value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern AmbientOcclusionSettings Internal_getambientOcclusion(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setambientOcclusion(IntPtr thisPtr, AmbientOcclusionSettings value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern ScreenSpaceReflectionsSettings Internal_getscreenSpaceReflections(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setscreenSpaceReflections(IntPtr thisPtr, ScreenSpaceReflectionsSettings value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern BloomSettings Internal_getbloom(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setbloom(IntPtr thisPtr, BloomSettings value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern bool Internal_getenableFXAA(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setenableFXAA(IntPtr thisPtr, bool value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern float Internal_getexposureScale(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setexposureScale(IntPtr thisPtr, float value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern float Internal_getgamma(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setgamma(IntPtr thisPtr, float value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern bool Internal_getenableHDR(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setenableHDR(IntPtr thisPtr, bool value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern bool Internal_getenableLighting(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setenableLighting(IntPtr thisPtr, bool value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern bool Internal_getenableShadows(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setenableShadows(IntPtr thisPtr, bool value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern ShadowSettings Internal_getshadowSettings(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setshadowSettings(IntPtr thisPtr, ShadowSettings value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern bool Internal_getenableIndirectLighting(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setenableIndirectLighting(IntPtr thisPtr, bool value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern bool Internal_getoverlayOnly(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setoverlayOnly(IntPtr thisPtr, bool value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern bool Internal_getenableSkybox(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setenableSkybox(IntPtr thisPtr, bool value);
- }
- /** @} */
- }
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