5a0c423ddd
- 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
60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
#pragma once
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#include "wiLua.h"
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#include "wiLuna.h"
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#include "wiRenderPath3D.h"
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#include "wiRenderPath2D_BindLua.h"
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#include "wiScene_BindLua.h"
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namespace wi::lua
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{
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class RenderPath3D_BindLua : public RenderPath2D_BindLua
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{
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private:
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RenderPath3D renderpath;
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public:
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static const char className[];
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static Luna<RenderPath3D_BindLua>::FunctionType methods[];
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static Luna<RenderPath3D_BindLua>::PropertyType properties[];
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RenderPath3D_BindLua() = default;
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RenderPath3D_BindLua(RenderPath3D* component)
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{
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this->component = component;
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}
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RenderPath3D_BindLua(lua_State* L)
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{
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renderpath.scene = wi::lua::scene::GetGlobalScene();
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renderpath.camera = wi::lua::scene::GetGlobalCamera();
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this->component = &renderpath;
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}
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int SetAO(lua_State* L);
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int SetAOPower(lua_State* L);
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int SetSSREnabled(lua_State* L);
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int SetRaytracedReflectionsEnabled(lua_State* L);
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int SetShadowsEnabled(lua_State* L);
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int SetReflectionsEnabled(lua_State* L);
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int SetFXAAEnabled(lua_State* L);
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int SetBloomEnabled(lua_State* L);
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int SetBloomThreshold(lua_State* L);
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int SetColorGradingEnabled(lua_State* L);
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int SetVolumeLightsEnabled(lua_State* L);
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int SetLightShaftsEnabled(lua_State* L);
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int SetLensFlareEnabled(lua_State* L);
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int SetMotionBlurEnabled(lua_State* L);
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int SetDitherEnabled(lua_State* L);
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int SetDepthOfFieldEnabled(lua_State* L);
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int SetEyeAdaptionEnabled(lua_State* L);
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int SetMSAASampleCount(lua_State* L);
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int SetSharpenFilterEnabled(lua_State* L);
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int SetSharpenFilterAmount(lua_State* L);
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int SetExposure(lua_State* L);
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int SetMotionBlurStrength(lua_State* L);
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int SetDepthOfFieldStrength(lua_State* L);
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static void Bind();
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};
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}
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