ShadowSettings.generated.cs 3.5 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>Various options that control shadow rendering for a specific view.</summary>
  10. public partial class ShadowSettings : ScriptObject
  11. {
  12. private ShadowSettings(bool __dummy0) { }
  13. protected ShadowSettings() { }
  14. /// <summary>
  15. /// Maximum distance that directional light shadows are allowed to render at. Decreasing the distance can yield higher
  16. /// quality shadows nearer to the viewer, as the shadow map resolution isn't being used up on far away portions of the
  17. /// scene. In world units (meters).
  18. /// </summary>
  19. public float DirectionalShadowDistance
  20. {
  21. get { return Internal_getdirectionalShadowDistance(mCachedPtr); }
  22. set { Internal_setdirectionalShadowDistance(mCachedPtr, value); }
  23. }
  24. /// <summary>
  25. /// Number of cascades to use for directional shadows. Higher number of cascades increases shadow quality as each
  26. /// individual cascade has less area to cover, but can significantly increase performance cost, as well as a minor
  27. /// increase in memory cost. Valid range is roughly [1, 6].
  28. /// </summary>
  29. public uint NumCascades
  30. {
  31. get { return Internal_getnumCascades(mCachedPtr); }
  32. set { Internal_setnumCascades(mCachedPtr, value); }
  33. }
  34. /// <summary>
  35. /// Allows you to control how are directional shadow cascades distributed. Value of 1 means the cascades will be linearly
  36. /// split, each cascade taking up the same amount of space. Value of 2 means each subsequent split will be twice the size
  37. /// of the previous one (meaning cascades closer to the viewer cover a smaller area, and therefore yield higher
  38. /// resolution shadows). Higher values increase the size disparity between near and far cascades at an exponential rate.
  39. /// Valid range is roughly [1, 4].
  40. /// </summary>
  41. public float CascadeDistributionExponent
  42. {
  43. get { return Internal_getcascadeDistributionExponent(mCachedPtr); }
  44. set { Internal_setcascadeDistributionExponent(mCachedPtr, value); }
  45. }
  46. /// <summary>
  47. /// Determines the number of samples used for percentage closer shadow map filtering. Higher values yield higher quality
  48. /// shadows, at the cost of performance. Valid range is [1, 4].
  49. /// </summary>
  50. public uint ShadowFilteringQuality
  51. {
  52. get { return Internal_getshadowFilteringQuality(mCachedPtr); }
  53. set { Internal_setshadowFilteringQuality(mCachedPtr, value); }
  54. }
  55. [MethodImpl(MethodImplOptions.InternalCall)]
  56. private static extern float Internal_getdirectionalShadowDistance(IntPtr thisPtr);
  57. [MethodImpl(MethodImplOptions.InternalCall)]
  58. private static extern void Internal_setdirectionalShadowDistance(IntPtr thisPtr, float value);
  59. [MethodImpl(MethodImplOptions.InternalCall)]
  60. private static extern uint Internal_getnumCascades(IntPtr thisPtr);
  61. [MethodImpl(MethodImplOptions.InternalCall)]
  62. private static extern void Internal_setnumCascades(IntPtr thisPtr, uint value);
  63. [MethodImpl(MethodImplOptions.InternalCall)]
  64. private static extern float Internal_getcascadeDistributionExponent(IntPtr thisPtr);
  65. [MethodImpl(MethodImplOptions.InternalCall)]
  66. private static extern void Internal_setcascadeDistributionExponent(IntPtr thisPtr, float value);
  67. [MethodImpl(MethodImplOptions.InternalCall)]
  68. private static extern uint Internal_getshadowFilteringQuality(IntPtr thisPtr);
  69. [MethodImpl(MethodImplOptions.InternalCall)]
  70. private static extern void Internal_setshadowFilteringQuality(IntPtr thisPtr, uint value);
  71. }
  72. /** @} */
  73. }