Files
WickedEngine/WickedEngine/wiRenderPath3D_BindLua.h
T
Turánszki János 5a0c423ddd Updates:
- editor: quicksave, multiple scenes support, gui changes, additional shortcuts
- physics: improvements for handling multiple scenes, and removal of physics objects
- scripting: ability to override global scene and camera with custom scene and camera from cpp side
2022-07-14 15:21:28 +02:00

60 lines
1.7 KiB
C++

#pragma once
#include "wiLua.h"
#include "wiLuna.h"
#include "wiRenderPath3D.h"
#include "wiRenderPath2D_BindLua.h"
#include "wiScene_BindLua.h"
namespace wi::lua
{
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)
{
renderpath.scene = wi::lua::scene::GetGlobalScene();
renderpath.camera = wi::lua::scene::GetGlobalCamera();
this->component = &renderpath;
}
int SetAO(lua_State* L);
int SetAOPower(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();
};
}