
Protected Member Functions | |
override void | deleteCptr () |
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virtual IntPtr | GetNonDirectorClassID () |
Additional Inherited Members | |
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static IntPtr | ClassID< T > () |
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bool | cMemOwn |
HandleRef | cptr |
Detailed Description
The HPS.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 HPS.PostProcessEffectsControl can be found here.
Constructor & Destructor Documentation
◆ PostProcessEffectsControl() [1/2]
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inline |
Initializes a control tied to the window segment in_seg.
◆ PostProcessEffectsControl() [2/2]
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inline |
Initializes a control tied to the same object as in_that.
Member Function Documentation
◆ ObjectType()
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inlinevirtual |
This function returns the type the object, as declared (if the object is derived, this does not give the true type of the derived object).
- Returns
- The declared type of the object in question, which may differ from the true, underlying type.
Reimplemented from HPS.Control.
◆ SetAmbientOcclusion() [1/9]
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inline |
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.
- Note
- Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
- Parameters
-
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. in_radius A multiplier for the screen-space search radius. in_sharpness A value from 0.0f to 32.0f where lower values result in more blurred but softer edges and higher values will be blurred less with harder edges yet with more potential for banding. Higher values increase the search radius for occluding pixels, but may cause under-sampling artifacts.
- Returns
- A reference to this object.
◆ SetAmbientOcclusion() [2/9]
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inline |
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.
- Note
- Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
- Parameters
-
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. in_radius A multiplier for the screen-space search radius.
- Returns
- A reference to this object.
◆ SetAmbientOcclusion() [3/9]
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inline |
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.
- Note
- Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
- Parameters
-
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.
- Returns
- A reference to this object.
◆ SetAmbientOcclusion() [4/9]
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inline |
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.
- Note
- Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
- Parameters
-
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.
- Returns
- A reference to this object.
◆ SetAmbientOcclusion() [5/9]
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inline |
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.
- Note
- Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
- Parameters
-
in_state Whether ambient occlusion should be used.
- Returns
- A reference to this object.
◆ SetAmbientOcclusion() [6/9]
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inline |
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.
- Note
- Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
- Parameters
-
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. in_radius A multiplier for the screen-space search radius. in_sharpness A value from 0.0f to 32.0f where lower values result in more blurred but softer edges and higher values will be blurred less with harder edges yet with more potential for banding. Higher values increase the search radius for occluding pixels, but may cause under-sampling artifacts.
- Returns
- A reference to this object.
◆ SetAmbientOcclusion() [7/9]
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inline |
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.
- Note
- Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
- Parameters
-
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. in_radius A multiplier for the screen-space search radius.
- Returns
- A reference to this object.
◆ SetAmbientOcclusion() [8/9]
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inline |
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.
- Note
- Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
- Parameters
-
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.
- Returns
- A reference to this object.
◆ SetAmbientOcclusion() [9/9]
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inline |
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.
- Note
- Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
- Parameters
-
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.
- Returns
- A reference to this object.
◆ SetBloom() [1/5]
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inline |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
- Parameters
-
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.
- Returns
- A reference to this object.
◆ SetBloom() [2/5]
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inline |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
- Parameters
-
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].
- Returns
- A reference to this object.
◆ SetBloom() [3/5]
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inline |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
- Parameters
-
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].
- Returns
- A reference to this object.
◆ SetBloom() [4/5]
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inline |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
- Parameters
-
in_state Whether bloom should be used.
- Returns
- A reference to this object.
◆ SetBloom() [5/5]
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inline |
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.
- Parameters
-
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.
- Returns
- A reference to this object.
◆ SetDepthOfField() [1/5]
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inline |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
- Parameters
-
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.
- Returns
- A reference to this object.
◆ SetDepthOfField() [2/5]
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inline |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
- Parameters
-
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.
- Returns
- A reference to this object.
◆ SetDepthOfField() [3/5]
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inline |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
- Parameters
-
in_state Whether depth of field should be used. in_strength A multiplier on the default blur radius. Higher values mean more blurring.
- Returns
- A reference to this object.
◆ SetDepthOfField() [4/5]
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inline |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
- Parameters
-
in_state Whether depth of field should be used.
- Returns
- A reference to this object.
◆ SetDepthOfField() [5/5]
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inline |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. The state is implicitly on.
- Parameters
-
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.
- Returns
- A reference to this object.
◆ SetEyeDomeLighting() [1/5]
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inline |
Controls the shader-based eye-dome lighting effect.
- Parameters
-
in_state Whether eye-dome lighting should be used. 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.
- Returns
- true if the setting is valid, false otherwise.
◆ SetEyeDomeLighting() [2/5]
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inline |
Controls the shader-based eye-dome lighting effect.
- Parameters
-
in_state Whether eye-dome lighting should be used. 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.
- Returns
- true if the setting is valid, false otherwise.
◆ SetEyeDomeLighting() [3/5]
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inline |
Controls the shader-based eye-dome lighting effect.
- Parameters
-
in_state Whether eye-dome lighting should be used. in_exponent An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm.
- Returns
- true if the setting is valid, false otherwise.
◆ SetEyeDomeLighting() [4/5]
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inline |
Controls the shader-based eye-dome lighting effect.
- Parameters
-
in_state Whether eye-dome lighting should be used.
- Returns
- true if the setting is valid, false otherwise.
◆ SetEyeDomeLighting() [5/5]
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inline |
Controls the shader-based eye-dome lighting effect. The state is implicitly on.
- Parameters
-
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.
- Returns
- true if the setting is valid, false otherwise.
◆ SetSilhouetteEdges() [1/4]
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inline |
Controls the shader-based fast drawing of silhouette edges.
- Parameters
-
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).
- Returns
- A reference to this object.
◆ SetSilhouetteEdges() [2/4]
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inline |
Controls the shader-based fast drawing of silhouette edges.
- Parameters
-
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.
- Returns
- A reference to this object.
◆ SetSilhouetteEdges() [3/4]
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inline |
Controls the shader-based fast drawing of silhouette edges.
- Parameters
-
in_state Whether silhouette edges should be used.
- Returns
- A reference to this object.
◆ SetSilhouetteEdges() [4/4]
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inline |
Controls the shader-based fast drawing of silhouette edges. The state is implicitly on.
- Parameters
-
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).
- Returns
- A reference to this object.
◆ SetWorldScale()
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inline |
Sets a world scale value used by post process effects such as ambient occlusion. If not set, scale is computed based on scene bounding.
- Parameters
-
in_scale Scale value used by post process effect.
- Returns
- A reference to this object.
◆ ShowAmbientOcclusion()
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inline |
Shows the ambient occlusion setting.
- Parameters
-
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. out_radius A multiplier for the screen-space search radius. out_sharpness A value indicating the sharpness of the ambient occlusion edges. Higher values increase the search radius for occluding pixels, but may cause under-sampling artifacts.
- Returns
- true if the setting is valid, false otherwise.
◆ ShowBloom()
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inline |
Shows the bloom setting.
- Parameters
-
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.
- Returns
- true if the setting is valid, false otherwise.
◆ ShowDepthOfField()
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inline |
Shows the depth of field setting.
- Parameters
-
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.
- Returns
- true if the setting is valid, false otherwise.
◆ ShowEyeDomeLighting()
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inline |
Shows the eye-dome lighting setting.
- Parameters
-
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. out_strength A multiplier on the calculated per-pixel occlusion value.
- Returns
- true if the setting is valid, false otherwise.
◆ ShowSilhouetteEdges()
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inline |
Shows the silhouette edge setting.
- Parameters
-
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).
- Returns
- true if the setting is valid, false otherwise.
◆ ShowWorldScale()
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inline |
Shows the world scale setting.
- Parameters
-
out_scale Scale value used by post process effects.
- Returns
- true if the setting is valid, false otherwise.
◆ Type()
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inlinevirtual |
This function returns the true type of the underlying object. This function is useful for finding the type of smart pointer objects that have been cast to more generic types.
- Warning
- This function must synchronize the database (by waiting for all pending database operations to complete) in order to know the type status of this object with certainty. Therefore this function can negatively impact performance. You should vigorously avoid using this function in high-traffic or peformance-critical areas of your code.
- Returns
- The true type of the object in question.
Reimplemented from HPS.Control.
◆ UnsetAmbientOcclusion()
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inline |
Removes any ambient occlusion setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
◆ UnsetBloom()
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inline |
Removes a bloom setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
◆ UnsetDepthOfField()
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inline |
Removes a depth of field setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
◆ UnsetEverything()
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inline |
Removes all settings from this object. If the control is attached to a WindowKey this function restores the default settings of this control as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
◆ UnsetEyeDomeLighting()
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inline |
Removes an eye-dome lighting setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
◆ UnsetSilhouetteEdges()
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inline |
Removes a silhouette edge setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
◆ UnsetWorldScale()
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inline |
Removes any world scale setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
The documentation for this class was generated from the following file:
- internals/hps_core/source/cs/HPS.PostProcessEffectsControl.cs