Files
WickedEngine/WickedEngine/RenderPath3D_BindLua.h
T
2021-04-04 17:07:27 +02:00

52 lines
1.4 KiB
C++

#pragma once
#include "wiLua.h"
#include "wiLuna.h"
#include "RenderPath3D.h"
#include "RenderPath2D_BindLua.h"
class RenderPath3D_BindLua : public RenderPath2D_BindLua
{
private:
RenderPath3D renderpath;
public:
static const char className[];
static Luna<RenderPath3D_BindLua>::FunctionType methods[];
static Luna<RenderPath3D_BindLua>::PropertyType properties[];
RenderPath3D_BindLua() = default;
RenderPath3D_BindLua(RenderPath3D* component)
{
this->component = component;
}
RenderPath3D_BindLua(lua_State* L)
{
this->component = &renderpath;
}
int SetAO(lua_State* L);
int SetSSREnabled(lua_State* L);
int SetRaytracedReflectionsEnabled(lua_State* L);
int SetShadowsEnabled(lua_State* L);
int SetReflectionsEnabled(lua_State* L);
int SetFXAAEnabled(lua_State* L);
int SetBloomEnabled(lua_State* L);
int SetBloomThreshold(lua_State* L);
int SetColorGradingEnabled(lua_State* L);
int SetVolumeLightsEnabled(lua_State* L);
int SetLightShaftsEnabled(lua_State* L);
int SetLensFlareEnabled(lua_State* L);
int SetMotionBlurEnabled(lua_State* L);
int SetDitherEnabled(lua_State* L);
int SetDepthOfFieldEnabled(lua_State* L);
int SetEyeAdaptionEnabled(lua_State* L);
int SetMSAASampleCount(lua_State* L);
int SetSharpenFilterEnabled(lua_State* L);
int SetSharpenFilterAmount(lua_State* L);
int SetExposure(lua_State* L);
int SetMotionBlurStrength(lua_State* L);
int SetDepthOfFieldStrength(lua_State* L);
static void Bind();
};