RenderSettings.generated.cs 12 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. public partial class RenderSettings : ScriptObject
  11. {
  12. private RenderSettings(bool __dummy0) { }
  13. public RenderSettings()
  14. {
  15. Internal_RenderSettings(this);
  16. }
  17. /// <summary>
  18. /// Determines should automatic exposure be applied to the HDR image. When turned on the average scene brightness will be
  19. /// calculated and used to automatically expose the image to the optimal range. Use the parameters provided by
  20. /// autoExposure to customize the automatic exposure effect. You may also use exposureScale to manually adjust the
  21. /// automatic exposure. When automatic exposure is turned off you can use exposureScale to manually set the exposure.
  22. /// </summary>
  23. public bool EnableAutoExposure
  24. {
  25. get { return Internal_getenableAutoExposure(mCachedPtr); }
  26. set { Internal_setenableAutoExposure(mCachedPtr, value); }
  27. }
  28. /// <summary>Parameters used for customizing automatic scene exposure.</summary>
  29. public AutoExposureSettings AutoExposure
  30. {
  31. get { return Internal_getautoExposure(mCachedPtr); }
  32. set { Internal_setautoExposure(mCachedPtr, value); }
  33. }
  34. /// <summary>
  35. /// Determines should the image be tonemapped. Tonemapping converts an HDR image into LDR image by applying a filmic
  36. /// curve to the image, simulating the effect of film cameras. Filmic curve improves image quality by tapering off lows
  37. /// and highs, preventing under- and over-exposure. This is useful if an image contains both very dark and very bright
  38. /// areas, in which case the global exposure parameter would leave some areas either over- or under-exposed. Use
  39. /// #tonemapping to customize how tonemapping performed.
  40. ///
  41. /// If this is disabled, then color grading and white balancing will not be enabled either. Only relevant for HDR images.
  42. /// </summary>
  43. public bool EnableTonemapping
  44. {
  45. get { return Internal_getenableTonemapping(mCachedPtr); }
  46. set { Internal_setenableTonemapping(mCachedPtr, value); }
  47. }
  48. /// <summary>Parameters used for customizing tonemapping.</summary>
  49. public TonemappingSettings Tonemapping
  50. {
  51. get { return Internal_gettonemapping(mCachedPtr); }
  52. set { Internal_settonemapping(mCachedPtr, value); }
  53. }
  54. /// <summary>
  55. /// Parameters used for customizing white balancing. White balancing converts a scene illuminated by a light of the
  56. /// specified temperature into a scene illuminated by a standard D65 illuminant (average midday light) in order to
  57. /// simulate the effects of chromatic adaptation of the human visual system.
  58. /// </summary>
  59. public WhiteBalanceSettings WhiteBalance
  60. {
  61. get { return Internal_getwhiteBalance(mCachedPtr); }
  62. set { Internal_setwhiteBalance(mCachedPtr, value); }
  63. }
  64. /// <summary>Parameters used for customizing color grading.</summary>
  65. public ColorGradingSettings ColorGrading
  66. {
  67. get { return Internal_getcolorGrading(mCachedPtr); }
  68. set { Internal_setcolorGrading(mCachedPtr, value); }
  69. }
  70. /// <summary>Parameters used for customizing the depth of field effect.</summary>
  71. public DepthOfFieldSettings DepthOfField
  72. {
  73. get { return Internal_getdepthOfField(mCachedPtr); }
  74. set { Internal_setdepthOfField(mCachedPtr, value); }
  75. }
  76. /// <summary>Parameters used for customizing screen space ambient occlusion.</summary>
  77. public AmbientOcclusionSettings AmbientOcclusion
  78. {
  79. get { return Internal_getambientOcclusion(mCachedPtr); }
  80. set { Internal_setambientOcclusion(mCachedPtr, value); }
  81. }
  82. /// <summary>Parameters used for customizing screen space reflections.</summary>
  83. public ScreenSpaceReflectionsSettings ScreenSpaceReflections
  84. {
  85. get { return Internal_getscreenSpaceReflections(mCachedPtr); }
  86. set { Internal_setscreenSpaceReflections(mCachedPtr, value); }
  87. }
  88. /// <summary>Enables the fast approximate anti-aliasing effect.</summary>
  89. public bool EnableFXAA
  90. {
  91. get { return Internal_getenableFXAA(mCachedPtr); }
  92. set { Internal_setenableFXAA(mCachedPtr, value); }
  93. }
  94. /// <summary>
  95. /// Log2 value to scale the eye adaptation by (for example 2^0 = 1). Smaller values yield darker image, while larger
  96. /// yield brighter image. Allows you to customize exposure manually, applied on top of eye adaptation exposure (if
  97. /// enabled). In range [-8, 8].
  98. /// </summary>
  99. public float ExposureScale
  100. {
  101. get { return Internal_getexposureScale(mCachedPtr); }
  102. set { Internal_setexposureScale(mCachedPtr, value); }
  103. }
  104. /// <summary>
  105. /// Gamma value to adjust the image for. Larger values result in a brighter image. When tonemapping is turned on the best
  106. /// gamma curve for the output device is chosen automatically and this value can by used to merely tweak that curve. If
  107. /// tonemapping is turned off this is the exact value of the gamma curve that will be applied.
  108. /// </summary>
  109. public float Gamma
  110. {
  111. get { return Internal_getgamma(mCachedPtr); }
  112. set { Internal_setgamma(mCachedPtr, value); }
  113. }
  114. /// <summary>
  115. /// High dynamic range allows light intensity to be more correctly recorded when rendering by allowing for a larger range
  116. /// of values. The stored light is then converted into visible color range using exposure and a tone mapping operator.
  117. /// </summary>
  118. public bool EnableHDR
  119. {
  120. get { return Internal_getenableHDR(mCachedPtr); }
  121. set { Internal_setenableHDR(mCachedPtr, value); }
  122. }
  123. /// <summary>
  124. /// Determines if scene objects will be lit by lights. If disabled everything will be rendered using their albedo texture
  125. /// with no lighting applied.
  126. /// </summary>
  127. public bool EnableLighting
  128. {
  129. get { return Internal_getenableLighting(mCachedPtr); }
  130. set { Internal_setenableLighting(mCachedPtr, value); }
  131. }
  132. /// <summary>Determines if shadows cast by lights should be rendered. Only relevant if lighting is turned on.</summary>
  133. public bool EnableShadows
  134. {
  135. get { return Internal_getenableShadows(mCachedPtr); }
  136. set { Internal_setenableShadows(mCachedPtr, value); }
  137. }
  138. /// <summary>Parameters used for customizing shadow rendering.</summary>
  139. public ShadowSettings ShadowSettings
  140. {
  141. get { return Internal_getshadowSettings(mCachedPtr); }
  142. set { Internal_setshadowSettings(mCachedPtr, value); }
  143. }
  144. /// <summary>Determines if indirect lighting (e.g. from light probes or the sky) is rendered.</summary>
  145. public bool EnableIndirectLighting
  146. {
  147. get { return Internal_getenableIndirectLighting(mCachedPtr); }
  148. set { Internal_setenableIndirectLighting(mCachedPtr, value); }
  149. }
  150. /// <summary>
  151. /// Signals the renderer to only render overlays (like GUI), and not scene objects. Such rendering doesn't require depth
  152. /// buffer or multi-sampled render targets and will not render any scene objects. This can improve performance and memory
  153. /// usage for overlay-only views.
  154. /// </summary>
  155. public bool OverlayOnly
  156. {
  157. get { return Internal_getoverlayOnly(mCachedPtr); }
  158. set { Internal_setoverlayOnly(mCachedPtr, value); }
  159. }
  160. [MethodImpl(MethodImplOptions.InternalCall)]
  161. private static extern void Internal_RenderSettings(RenderSettings managedInstance);
  162. [MethodImpl(MethodImplOptions.InternalCall)]
  163. private static extern bool Internal_getenableAutoExposure(IntPtr thisPtr);
  164. [MethodImpl(MethodImplOptions.InternalCall)]
  165. private static extern void Internal_setenableAutoExposure(IntPtr thisPtr, bool value);
  166. [MethodImpl(MethodImplOptions.InternalCall)]
  167. private static extern AutoExposureSettings Internal_getautoExposure(IntPtr thisPtr);
  168. [MethodImpl(MethodImplOptions.InternalCall)]
  169. private static extern void Internal_setautoExposure(IntPtr thisPtr, AutoExposureSettings value);
  170. [MethodImpl(MethodImplOptions.InternalCall)]
  171. private static extern bool Internal_getenableTonemapping(IntPtr thisPtr);
  172. [MethodImpl(MethodImplOptions.InternalCall)]
  173. private static extern void Internal_setenableTonemapping(IntPtr thisPtr, bool value);
  174. [MethodImpl(MethodImplOptions.InternalCall)]
  175. private static extern TonemappingSettings Internal_gettonemapping(IntPtr thisPtr);
  176. [MethodImpl(MethodImplOptions.InternalCall)]
  177. private static extern void Internal_settonemapping(IntPtr thisPtr, TonemappingSettings value);
  178. [MethodImpl(MethodImplOptions.InternalCall)]
  179. private static extern WhiteBalanceSettings Internal_getwhiteBalance(IntPtr thisPtr);
  180. [MethodImpl(MethodImplOptions.InternalCall)]
  181. private static extern void Internal_setwhiteBalance(IntPtr thisPtr, WhiteBalanceSettings value);
  182. [MethodImpl(MethodImplOptions.InternalCall)]
  183. private static extern ColorGradingSettings Internal_getcolorGrading(IntPtr thisPtr);
  184. [MethodImpl(MethodImplOptions.InternalCall)]
  185. private static extern void Internal_setcolorGrading(IntPtr thisPtr, ColorGradingSettings value);
  186. [MethodImpl(MethodImplOptions.InternalCall)]
  187. private static extern DepthOfFieldSettings Internal_getdepthOfField(IntPtr thisPtr);
  188. [MethodImpl(MethodImplOptions.InternalCall)]
  189. private static extern void Internal_setdepthOfField(IntPtr thisPtr, DepthOfFieldSettings value);
  190. [MethodImpl(MethodImplOptions.InternalCall)]
  191. private static extern AmbientOcclusionSettings Internal_getambientOcclusion(IntPtr thisPtr);
  192. [MethodImpl(MethodImplOptions.InternalCall)]
  193. private static extern void Internal_setambientOcclusion(IntPtr thisPtr, AmbientOcclusionSettings value);
  194. [MethodImpl(MethodImplOptions.InternalCall)]
  195. private static extern ScreenSpaceReflectionsSettings Internal_getscreenSpaceReflections(IntPtr thisPtr);
  196. [MethodImpl(MethodImplOptions.InternalCall)]
  197. private static extern void Internal_setscreenSpaceReflections(IntPtr thisPtr, ScreenSpaceReflectionsSettings value);
  198. [MethodImpl(MethodImplOptions.InternalCall)]
  199. private static extern bool Internal_getenableFXAA(IntPtr thisPtr);
  200. [MethodImpl(MethodImplOptions.InternalCall)]
  201. private static extern void Internal_setenableFXAA(IntPtr thisPtr, bool value);
  202. [MethodImpl(MethodImplOptions.InternalCall)]
  203. private static extern float Internal_getexposureScale(IntPtr thisPtr);
  204. [MethodImpl(MethodImplOptions.InternalCall)]
  205. private static extern void Internal_setexposureScale(IntPtr thisPtr, float value);
  206. [MethodImpl(MethodImplOptions.InternalCall)]
  207. private static extern float Internal_getgamma(IntPtr thisPtr);
  208. [MethodImpl(MethodImplOptions.InternalCall)]
  209. private static extern void Internal_setgamma(IntPtr thisPtr, float value);
  210. [MethodImpl(MethodImplOptions.InternalCall)]
  211. private static extern bool Internal_getenableHDR(IntPtr thisPtr);
  212. [MethodImpl(MethodImplOptions.InternalCall)]
  213. private static extern void Internal_setenableHDR(IntPtr thisPtr, bool value);
  214. [MethodImpl(MethodImplOptions.InternalCall)]
  215. private static extern bool Internal_getenableLighting(IntPtr thisPtr);
  216. [MethodImpl(MethodImplOptions.InternalCall)]
  217. private static extern void Internal_setenableLighting(IntPtr thisPtr, bool value);
  218. [MethodImpl(MethodImplOptions.InternalCall)]
  219. private static extern bool Internal_getenableShadows(IntPtr thisPtr);
  220. [MethodImpl(MethodImplOptions.InternalCall)]
  221. private static extern void Internal_setenableShadows(IntPtr thisPtr, bool value);
  222. [MethodImpl(MethodImplOptions.InternalCall)]
  223. private static extern ShadowSettings Internal_getshadowSettings(IntPtr thisPtr);
  224. [MethodImpl(MethodImplOptions.InternalCall)]
  225. private static extern void Internal_setshadowSettings(IntPtr thisPtr, ShadowSettings value);
  226. [MethodImpl(MethodImplOptions.InternalCall)]
  227. private static extern bool Internal_getenableIndirectLighting(IntPtr thisPtr);
  228. [MethodImpl(MethodImplOptions.InternalCall)]
  229. private static extern void Internal_setenableIndirectLighting(IntPtr thisPtr, bool value);
  230. [MethodImpl(MethodImplOptions.InternalCall)]
  231. private static extern bool Internal_getoverlayOnly(IntPtr thisPtr);
  232. [MethodImpl(MethodImplOptions.InternalCall)]
  233. private static extern void Internal_setoverlayOnly(IntPtr thisPtr, bool value);
  234. }
  235. /** @} */
  236. }