REFERENCE MANUAL
The PostProcessEffectsControl class is a smart pointer that is tied to a database object. More...
Public Member Functions | |
override void | Dispose () |
override HPS.Type | ObjectType () |
This function returns the type the object, as declared. More... | |
PostProcessEffectsControl (HPS.WindowKey in_seg) | |
Initializes a control tied to the window segment in_seg. More... | |
PostProcessEffectsControl (HPS.PostProcessEffectsControl in_that) | |
Initializes a control tied to the same object as in_that. More... | |
HPS.PostProcessEffectsControl | SetAmbientOcclusion (bool in_state, float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality) |
Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface. More... | |
HPS.PostProcessEffectsControl | SetAmbientOcclusion (bool in_state, float in_strength) |
Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface. More... | |
HPS.PostProcessEffectsControl | SetAmbientOcclusion (bool in_state) |
Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface. More... | |
HPS.PostProcessEffectsControl | SetAmbientOcclusion (float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality) |
Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface. More... | |
HPS.PostProcessEffectsControl | SetBloom (bool in_state, float in_strength, uint in_blur, HPS.PostProcessEffects.Bloom.Shape in_shape) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. More... | |
HPS.PostProcessEffectsControl | SetBloom (bool in_state, float in_strength, uint in_blur) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. More... | |
HPS.PostProcessEffectsControl | SetBloom (bool in_state, float in_strength) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. More... | |
HPS.PostProcessEffectsControl | SetBloom (bool in_state) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. More... | |
HPS.PostProcessEffectsControl | SetBloom (float in_strength, uint in_blur, HPS.PostProcessEffects.Bloom.Shape in_shape) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. More... | |
HPS.PostProcessEffectsControl | SetDepthOfField (bool in_state, float in_strength, float in_near_distance, float in_far_distance) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More... | |
HPS.PostProcessEffectsControl | SetDepthOfField (bool in_state, float in_strength, float in_near_distance) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More... | |
HPS.PostProcessEffectsControl | SetDepthOfField (bool in_state, float in_strength) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More... | |
HPS.PostProcessEffectsControl | SetDepthOfField (bool in_state) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More... | |
HPS.PostProcessEffectsControl | SetDepthOfField (float in_strength, float in_near_distance, float in_far_distance) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More... | |
HPS.PostProcessEffectsControl | SetEyeDomeLighting (bool in_state, float in_exponent, float in_tolerance, float in_strength) |
Controls the shader-based eye-dome lighting effect. More... | |
HPS.PostProcessEffectsControl | SetEyeDomeLighting (bool in_state, float in_exponent, float in_tolerance) |
Controls the shader-based eye-dome lighting effect. More... | |
HPS.PostProcessEffectsControl | SetEyeDomeLighting (bool in_state, float in_exponent) |
Controls the shader-based eye-dome lighting effect. More... | |
HPS.PostProcessEffectsControl | SetEyeDomeLighting (bool in_state) |
Controls the shader-based eye-dome lighting effect. More... | |
HPS.PostProcessEffectsControl | SetEyeDomeLighting (float in_exponent, float in_tolerance, float in_strength) |
Controls the shader-based eye-dome lighting effect. More... | |
HPS.PostProcessEffectsControl | SetSilhouetteEdges (bool in_state, float in_tolerance, bool in_heavy_exterior) |
Controls the shader-based fast drawing of silhouette edges. More... | |
HPS.PostProcessEffectsControl | SetSilhouetteEdges (bool in_state, float in_tolerance) |
Controls the shader-based fast drawing of silhouette edges. More... | |
HPS.PostProcessEffectsControl | SetSilhouetteEdges (bool in_state) |
Controls the shader-based fast drawing of silhouette edges. More... | |
HPS.PostProcessEffectsControl | SetSilhouetteEdges (float in_tolerance, bool in_heavy_exterior) |
Controls the shader-based fast drawing of silhouette edges. More... | |
bool | ShowAmbientOcclusion (out bool out_state, out float out_strength, out HPS.PostProcessEffects.AmbientOcclusion.Quality out_quality) |
Shows the ambient occlusion setting. More... | |
bool | ShowBloom (out bool out_state, out float out_strength, out uint out_blur, out HPS.PostProcessEffects.Bloom.Shape out_shape) |
Shows the bloom setting. More... | |
bool | ShowDepthOfField (out bool out_state, out float out_strength, out float out_near_distance, out float out_far_distance) |
Shows the depth of field setting. More... | |
bool | ShowEyeDomeLighting (out bool out_state, out float out_exponent, out float out_tolerance, out float out_strength) |
Shows the eye-dome lighting setting. More... | |
bool | ShowSilhouetteEdges (out bool out_state, out float out_tolerance, out bool out_heavy_exterior) |
Shows the silhouette edge setting. More... | |
HPS.PostProcessEffectsControl | UnsetAmbientOcclusion () |
Removes any ambient occlusion setting. More... | |
HPS.PostProcessEffectsControl | UnsetBloom () |
Removes a bloom setting. More... | |
HPS.PostProcessEffectsControl | UnsetDepthOfField () |
Removes a depth of field setting. More... | |
HPS.PostProcessEffectsControl | UnsetEverything () |
Removes all settings from this object. More... | |
HPS.PostProcessEffectsControl | UnsetEyeDomeLighting () |
Removes an eye-dome lighting setting. More... | |
HPS.PostProcessEffectsControl | UnsetSilhouetteEdges () |
Removes a silhouette edge setting. More... | |
![]() | |
Control (HPS.Control in_that) | |
![]() | |
virtual bool | Empty () |
Indicates whether this object has any values set on it. More... | |
IntPtr | GetClassID () |
IntPtr | GetInstanceID () |
Returns an identifier that can be used to identify which instance of a class an object is. More... | |
bool | HasType (HPS.Type in_mask) |
This function indicates whether this Object has the given Type mask. More... | |
Object (HPS.Object in_that) | |
The move constructor creates an Object by transferring the underlying impl of the rvalue reference to this Object thereby avoiding a copy and allocation. More... | |
virtual void | Reset () |
Resets this object to its initial, uninitialized state. More... | |
HPS.Type | Type () |
This function returns the true type of the underlying object. More... | |
Protected Member Functions | |
override void | deleteCptr () |
![]() | |
virtual IntPtr | GetNonDirectorClassID () |
Additional Inherited Members | |
![]() | |
static IntPtr | ClassID< T > () |
![]() | |
bool | cMemOwn |
HandleRef | cptr |
HandleRef | scptr |
The PostProcessEffectsControl class is a smart pointer that is tied to a database object.
This object is effective only for the shader-based driver interfaces such as DirectX and OpenGL2. Ambient occlusion, bloom, silhouette edges, and depth of field are all enabled through this control. Default values for the various fields of PostProcessEffectsControl can be found here.
HPS.PostProcessEffectsControl.PostProcessEffectsControl | ( | HPS.WindowKey | in_seg | ) |
Initializes a control tied to the window segment in_seg.
HPS.PostProcessEffectsControl.PostProcessEffectsControl | ( | HPS.PostProcessEffectsControl | in_that | ) |
Initializes a control tied to the same object as in_that.
|
virtual |
This function returns the type the object, as declared.
This does not necessarily give the true type of the underlying object.
Reimplemented from HPS.Object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetAmbientOcclusion | ( | bool | in_state, |
float | in_strength, | ||
HPS.PostProcessEffects.AmbientOcclusion.Quality | in_quality | ||
) |
Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface.
This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas.
in_state | Whether ambient occlusion should be used. |
in_strength | A multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution. |
in_quality | Indicates how much time should be spent improving the visual quality. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetAmbientOcclusion | ( | bool | in_state, |
float | in_strength | ||
) |
Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface.
This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas.
in_state | Whether ambient occlusion should be used. |
in_strength | A multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetAmbientOcclusion | ( | bool | in_state | ) |
Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface.
This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas.
in_state | Whether ambient occlusion should be used. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetAmbientOcclusion | ( | float | in_strength, |
HPS.PostProcessEffects.AmbientOcclusion.Quality | in_quality | ||
) |
Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface.
This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas. The state is implicitly on.
in_strength | A multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution. |
in_quality | Indicates how much time should be spent improving the visual quality. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetBloom | ( | bool | in_state, |
float | in_strength, | ||
uint | in_blur, | ||
HPS.PostProcessEffects.Bloom.Shape | in_shape | ||
) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
in_state | Whether bloom should be used. |
in_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10]. |
in_blur | The number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. Valid range is [1,8]. |
in_shape | The shape of the bloom effect. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetBloom | ( | bool | in_state, |
float | in_strength, | ||
uint | in_blur | ||
) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
in_state | Whether bloom should be used. |
in_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10]. |
in_blur | The number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. Valid range is [1,8]. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetBloom | ( | bool | in_state, |
float | in_strength | ||
) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
in_state | Whether bloom should be used. |
in_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10]. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetBloom | ( | bool | in_state | ) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
in_state | Whether bloom should be used. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetBloom | ( | float | in_strength, |
uint | in_blur, | ||
HPS.PostProcessEffects.Bloom.Shape | in_shape | ||
) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
The state is implicitly on.
in_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10]. |
in_blur | The number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. Valid range is [1,8]. |
in_shape | The shape of the bloom effect. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetDepthOfField | ( | bool | in_state, |
float | in_strength, | ||
float | in_near_distance, | ||
float | in_far_distance | ||
) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
in_state | Whether depth of field should be used. |
in_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
in_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
in_far_distance | The camera distance beyond which geometry will appear out of focus. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetDepthOfField | ( | bool | in_state, |
float | in_strength, | ||
float | in_near_distance | ||
) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
in_state | Whether depth of field should be used. |
in_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
in_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetDepthOfField | ( | bool | in_state, |
float | in_strength | ||
) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
in_state | Whether depth of field should be used. |
in_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetDepthOfField | ( | bool | in_state | ) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
in_state | Whether depth of field should be used. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetDepthOfField | ( | float | in_strength, |
float | in_near_distance, | ||
float | in_far_distance | ||
) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
The state is implicitly on.
in_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
in_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
in_far_distance | The camera distance beyond which geometry will appear out of focus. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetEyeDomeLighting | ( | bool | in_state, |
float | in_exponent, | ||
float | in_tolerance, | ||
float | in_strength | ||
) |
Controls the shader-based eye-dome lighting effect.
in_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. |
in_strength | A multiplier on the calculated per-pixel occlusion value. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetEyeDomeLighting | ( | bool | in_state, |
float | in_exponent, | ||
float | in_tolerance | ||
) |
Controls the shader-based eye-dome lighting effect.
in_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetEyeDomeLighting | ( | bool | in_state, |
float | in_exponent | ||
) |
Controls the shader-based eye-dome lighting effect.
in_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetEyeDomeLighting | ( | bool | in_state | ) |
Controls the shader-based eye-dome lighting effect.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetEyeDomeLighting | ( | float | in_exponent, |
float | in_tolerance, | ||
float | in_strength | ||
) |
Controls the shader-based eye-dome lighting effect.
The state is implicitly on.
in_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. |
in_strength | A multiplier on the calculated per-pixel occlusion value. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetSilhouetteEdges | ( | bool | in_state, |
float | in_tolerance, | ||
bool | in_heavy_exterior | ||
) |
Controls the shader-based fast drawing of silhouette edges.
in_state | Whether silhouette edges should be used. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be. |
in_heavy_exterior | This option, when enabled, causes an extra thick border to be drawn at the boundary between geometry and the window background (as opposed to geometry on top of other geometry). |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetSilhouetteEdges | ( | bool | in_state, |
float | in_tolerance | ||
) |
Controls the shader-based fast drawing of silhouette edges.
in_state | Whether silhouette edges should be used. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetSilhouetteEdges | ( | bool | in_state | ) |
Controls the shader-based fast drawing of silhouette edges.
in_state | Whether silhouette edges should be used. |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetSilhouetteEdges | ( | float | in_tolerance, |
bool | in_heavy_exterior | ||
) |
Controls the shader-based fast drawing of silhouette edges.
The state is implicitly on.
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be. |
in_heavy_exterior | This option, when enabled, causes an extra thick border to be drawn at the boundary between geometry and the window background (as opposed to geometry on top of other geometry). |
bool HPS.PostProcessEffectsControl.ShowAmbientOcclusion | ( | out bool | out_state, |
out float | out_strength, | ||
out HPS.PostProcessEffects.AmbientOcclusion.Quality | out_quality | ||
) |
Shows the ambient occlusion setting.
out_state | Whether ambient occlusion should be used. |
out_strength | A multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution. |
out_quality | Indicates how much time should be spent improving the visual quality. |
bool HPS.PostProcessEffectsControl.ShowBloom | ( | out bool | out_state, |
out float | out_strength, | ||
out uint | out_blur, | ||
out HPS.PostProcessEffects.Bloom.Shape | out_shape | ||
) |
Shows the bloom setting.
out_state | Whether bloom should be used. |
out_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. |
out_blur | The number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. |
out_shape | The shape of the bloom effect. |
bool HPS.PostProcessEffectsControl.ShowDepthOfField | ( | out bool | out_state, |
out float | out_strength, | ||
out float | out_near_distance, | ||
out float | out_far_distance | ||
) |
Shows the depth of field setting.
out_state | Whether depth of field should be used. |
out_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
out_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
out_far_distance | The camera distance beyond which geometry will appear out of focus. |
bool HPS.PostProcessEffectsControl.ShowEyeDomeLighting | ( | out bool | out_state, |
out float | out_exponent, | ||
out float | out_tolerance, | ||
out float | out_strength | ||
) |
Shows the eye-dome lighting setting.
out_state | Whether eye-dome lighting should be used. |
out_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
out_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. |
bool HPS.PostProcessEffectsControl.ShowSilhouetteEdges | ( | out bool | out_state, |
out float | out_tolerance, | ||
out bool | out_heavy_exterior | ||
) |
Shows the silhouette edge setting.
out_state | Whether silhouette edges should be used. |
out_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be. |
out_heavy_exterior | This option, when enabled, causes an extra thick border to be drawn at the boundary between geometry and the window background (as opposed to geometry on top of other geometry). |
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetAmbientOcclusion | ( | ) |
Removes any ambient occlusion setting.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetBloom | ( | ) |
Removes a bloom setting.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetDepthOfField | ( | ) |
Removes a depth of field setting.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetEverything | ( | ) |
Removes all settings from this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetEyeDomeLighting | ( | ) |
Removes an eye-dome lighting setting.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetSilhouetteEdges | ( | ) |
Removes a silhouette edge setting.