BloomSettings.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>Settings that control the bloom effect. Bloom adds an extra highlight to bright areas of the scene.</summary>
  10. [ShowInInspector]
  11. public partial class BloomSettings : ScriptObject
  12. {
  13. private BloomSettings(bool __dummy0) { }
  14. public BloomSettings()
  15. {
  16. Internal_BloomSettings(this);
  17. }
  18. /// <summary>Enables or disables the bloom effect.</summary>
  19. [ShowInInspector]
  20. public bool Enabled
  21. {
  22. get { return Internal_getenabled(mCachedPtr); }
  23. set { Internal_setenabled(mCachedPtr, value); }
  24. }
  25. /// <summary>
  26. /// Quality of the bloom effect. Higher values will use higher resolution texture for calculating bloom, at the cost of
  27. /// lower performance. Valid range is [0, 3], default is 2.
  28. /// </summary>
  29. [ShowInInspector]
  30. public uint Quality
  31. {
  32. get { return Internal_getquality(mCachedPtr); }
  33. set { Internal_setquality(mCachedPtr, value); }
  34. }
  35. /// <summary>
  36. /// Determines the minimal threshold of pixel luminance to be included in the bloom calculations. Any pixel with
  37. /// luminance below this value will be ignored for the purposes of bloom. The value represents luminance after it is
  38. /// scaled by exposure. Set to zero or negative to disable the threshold and include all pixels in the calculations.
  39. /// </summary>
  40. [ShowInInspector]
  41. public float Threshold
  42. {
  43. get { return Internal_getthreshold(mCachedPtr); }
  44. set { Internal_setthreshold(mCachedPtr, value); }
  45. }
  46. /// <summary>
  47. /// Determines the intensity of the bloom effect. Ideally should be in [0, 4] range but higher values are allowed.
  48. /// </summary>
  49. [ShowInInspector]
  50. public float Intensity
  51. {
  52. get { return Internal_getintensity(mCachedPtr); }
  53. set { Internal_setintensity(mCachedPtr, value); }
  54. }
  55. /// <summary>
  56. /// Tint color to apply to the bloom highlight. A pure white means the bloom inherits the underlying scene color.
  57. /// </summary>
  58. [ShowInInspector]
  59. public Color Tint
  60. {
  61. get
  62. {
  63. Color temp;
  64. Internal_gettint(mCachedPtr, out temp);
  65. return temp;
  66. }
  67. set { Internal_settint(mCachedPtr, ref value); }
  68. }
  69. [MethodImpl(MethodImplOptions.InternalCall)]
  70. private static extern void Internal_BloomSettings(BloomSettings managedInstance);
  71. [MethodImpl(MethodImplOptions.InternalCall)]
  72. private static extern bool Internal_getenabled(IntPtr thisPtr);
  73. [MethodImpl(MethodImplOptions.InternalCall)]
  74. private static extern void Internal_setenabled(IntPtr thisPtr, bool value);
  75. [MethodImpl(MethodImplOptions.InternalCall)]
  76. private static extern uint Internal_getquality(IntPtr thisPtr);
  77. [MethodImpl(MethodImplOptions.InternalCall)]
  78. private static extern void Internal_setquality(IntPtr thisPtr, uint value);
  79. [MethodImpl(MethodImplOptions.InternalCall)]
  80. private static extern float Internal_getthreshold(IntPtr thisPtr);
  81. [MethodImpl(MethodImplOptions.InternalCall)]
  82. private static extern void Internal_setthreshold(IntPtr thisPtr, float value);
  83. [MethodImpl(MethodImplOptions.InternalCall)]
  84. private static extern float Internal_getintensity(IntPtr thisPtr);
  85. [MethodImpl(MethodImplOptions.InternalCall)]
  86. private static extern void Internal_setintensity(IntPtr thisPtr, float value);
  87. [MethodImpl(MethodImplOptions.InternalCall)]
  88. private static extern void Internal_gettint(IntPtr thisPtr, out Color __output);
  89. [MethodImpl(MethodImplOptions.InternalCall)]
  90. private static extern void Internal_settint(IntPtr thisPtr, ref Color value);
  91. }
  92. /** @} */
  93. }