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- using System;
- using System.Runtime.CompilerServices;
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- /** @addtogroup Rendering
- * @{
- */
- /// <summary>Allows you to specify an environment map to use for sampling radiance of the sky.</summary>
- public partial class Skybox : Component
- {
- private Skybox(bool __dummy0) { }
- protected Skybox() { }
- /// <summary>
- /// Determines an environment map to use for sampling skybox radiance. Must be a cube-map texture, and should ideally
- /// contain HDR data.
- /// </summary>
- [ShowInInspector]
- public Texture Texture
- {
- get { return Internal_getTexture(mCachedPtr); }
- set { Internal_setTexture(mCachedPtr, value); }
- }
- /// <summary>
- /// Brightness multiplier that will be applied to skybox values before they're being used. Allows you to make the skybox
- /// more or less bright. Equal to one by default.
- /// </summary>
- [ShowInInspector]
- public float Brightness
- {
- get { return Internal_getBrightness(mCachedPtr); }
- set { Internal_setBrightness(mCachedPtr, value); }
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern Texture Internal_getTexture(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setTexture(IntPtr thisPtr, Texture texture);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setBrightness(IntPtr thisPtr, float brightness);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern float Internal_getBrightness(IntPtr thisPtr);
- }
- /** @} */
- }
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