$#include "Graphics/Renderer.h" class Renderer { void SetNumViewports(unsigned num); void SetViewport(unsigned index, Viewport* viewport); void SetDefaultRenderPath(RenderPath* renderPath); void SetDefaultRenderPath(XMLFile* file); void SetDefaultTechnique(Technique* technique); void SetHDRRendering(bool enable); void SetSpecularLighting(bool enable); void SetTextureAnisotropy(int level); void SetTextureFilterMode(TextureFilterMode mode); void SetTextureQuality(MaterialQuality quality); void SetMaterialQuality(MaterialQuality quality); void SetDrawShadows(bool enable); void SetShadowMapSize(int size); void SetShadowQuality(ShadowQuality quality); void SetShadowSoftness(float shadowSoftness); void SetVSMShadowParameters(float minVariance, float lightBleedingReduction); void SetVSMMultiSample(int multiSample); void SetReuseShadowMaps(bool enable); void SetMaxShadowMaps(int shadowMaps); void SetDynamicInstancing(bool enable); void SetNumExtraInstancingBufferElements(int elements); void SetMinInstances(int instances); void SetMaxSortedInstances(int instances); void SetMaxOccluderTriangles(int triangles); void SetOcclusionBufferSize(int size); void SetOccluderSizeThreshold(float screenSize); void SetThreadedOcclusion(bool enable); void SetMobileShadowBiasMul(float mul); void SetMobileShadowBiasAdd(float add); void SetMobileNormalOffsetMul(float mul); void ReloadShaders(); unsigned GetNumViewports() const; Viewport* GetViewport(unsigned index) const; Viewport* GetViewportForScene(Scene* scene, unsigned index) const; RenderPath* GetDefaultRenderPath() const; Technique* GetDefaultTechnique() const; bool GetHDRRendering() const; bool GetSpecularLighting() const; bool GetDrawShadows() const; int GetTextureAnisotropy() const; TextureFilterMode GetTextureFilterMode() const; MaterialQuality GetTextureQuality() const; MaterialQuality GetMaterialQuality() const; int GetShadowMapSize() const; ShadowQuality GetShadowQuality() const; float GetShadowSoftness() const; Vector2 GetVSMShadowParameters() const; int GetVSMMultiSample() const; bool GetReuseShadowMaps() const; int GetMaxShadowMaps() const; bool GetDynamicInstancing() const; int GetNumExtraInstancingBufferElements() const; int GetMinInstances() const; int GetMaxSortedInstances() const; int GetMaxOccluderTriangles() const; int GetOcclusionBufferSize() const; float GetOccluderSizeThreshold() const; bool GetThreadedOcclusion() const; float GetMobileShadowBiasMul() const; float GetMobileShadowBiasAdd() const; float GetMobileNormalOffsetMul() const; unsigned GetNumViews() const; unsigned GetNumPrimitives() const; unsigned GetNumBatches() const; unsigned GetNumGeometries(bool allViews = false) const; unsigned GetNumLights(bool allViews = false) const; unsigned GetNumShadowMaps(bool allViews = false) const; unsigned GetNumOccluders(bool allViews = false) const; Zone* GetDefaultZone() const; Material* GetDefaultMaterial() const; Texture2D* GetDefaultLightRamp() const; Texture2D* GetDefaultLightSpot() const; void DrawDebugGeometry(bool depthTest); tolua_property__get_set unsigned numViewports; tolua_property__get_set RenderPath* defaultRenderPath; tolua_property__get_set Technique* defaultTechnique; tolua_property__get_set bool HDRRendering; tolua_property__get_set bool specularLighting; tolua_property__get_set bool drawShadows; tolua_property__get_set int textureAnisotropy; tolua_property__get_set TextureFilterMode textureFilterMode; tolua_property__get_set MaterialQuality textureQuality; tolua_property__get_set MaterialQuality materialQuality; tolua_property__get_set int shadowMapSize; tolua_property__get_set ShadowQuality shadowQuality; tolua_property__get_set float shadowSoftness; tolua_property__get_set int VSMMultiSample; tolua_property__get_set bool reuseShadowMaps; tolua_property__get_set int maxShadowMaps; tolua_property__get_set bool dynamicInstancing; tolua_property__get_set int numExtraInstancingBufferElements; tolua_property__get_set int minInstances; tolua_property__get_set int maxSortedInstances; tolua_property__get_set int maxOccluderTriangles; tolua_property__get_set int occlusionBufferSize; tolua_property__get_set float occluderSizeThreshold; tolua_property__get_set bool threadedOcclusion; tolua_property__get_set float mobileShadowBiasMul; tolua_property__get_set float mobileShadowBiasAdd; tolua_property__get_set float mobileNormalOffsetMul; tolua_readonly tolua_property__get_set unsigned numViews; tolua_readonly tolua_property__get_set unsigned numPrimitives; tolua_readonly tolua_property__get_set unsigned numBatches; tolua_readonly tolua_property__get_set Zone* defaultZone; tolua_readonly tolua_property__get_set Material* defaultMaterial; tolua_readonly tolua_property__get_set Texture2D* defaultLightRamp; tolua_readonly tolua_property__get_set Texture2D* defaultLightSpot; }; Renderer* GetRenderer(); tolua_readonly tolua_property__get_set Renderer* renderer; ${ #define TOLUA_DISABLE_tolua_GraphicsLuaAPI_GetRenderer00 static int tolua_GraphicsLuaAPI_GetRenderer00(lua_State* tolua_S) { return ToluaGetSubsystem(tolua_S); } #define TOLUA_DISABLE_tolua_get_renderer_ptr #define tolua_get_renderer_ptr tolua_GraphicsLuaAPI_GetRenderer00 $}