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