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XCEngine/managed/XCEngine.ScriptCore/Rendering/Core/CameraRenderRequestContext.cs

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C#
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using XCEngine;
namespace XCEngine.Rendering
{
public sealed class CameraRenderRequestContext
{
private readonly ulong m_nativeHandle;
internal CameraRenderRequestContext(ulong nativeHandle)
{
m_nativeHandle = nativeHandle;
}
public int renderedBaseCameraCount =>
InternalCalls
.Rendering_CameraRenderRequestContext_GetRenderedBaseCameraCount(
m_nativeHandle);
public int renderedRequestCount =>
InternalCalls
.Rendering_CameraRenderRequestContext_GetRenderedRequestCount(
m_nativeHandle);
public Camera camera
{
get
{
ulong cameraGameObjectUUID =
InternalCalls
.Rendering_CameraRenderRequestContext_GetCameraGameObjectUUID(
m_nativeHandle);
if (cameraGameObjectUUID == 0)
{
return null;
}
GameObject gameObject =
new GameObject(cameraGameObjectUUID);
return gameObject.GetComponent<Camera>();
}
}
public int rendererIndex
{
get =>
InternalCalls
.Rendering_CameraRenderRequestContext_GetRendererIndex(
m_nativeHandle);
set =>
InternalCalls
.Rendering_CameraRenderRequestContext_SetRendererIndex(
m_nativeHandle,
value);
}
public bool hasDirectionalShadow =>
InternalCalls
.Rendering_CameraRenderRequestContext_GetHasDirectionalShadow(
m_nativeHandle);
public DirectionalShadowPlanningSettings
directionalShadowPlanningSettings
{
get
{
InternalCalls
.Rendering_CameraRenderRequestContext_GetDirectionalShadowPlanningSettings(
m_nativeHandle,
out DirectionalShadowPlanningSettings settings);
return settings;
}
set
{
InternalCalls
.Rendering_CameraRenderRequestContext_SetDirectionalShadowPlanningSettings(
m_nativeHandle,
ref value);
}
}
public void ClearDirectionalShadow()
{
InternalCalls
.Rendering_CameraRenderRequestContext_ClearDirectionalShadow(
m_nativeHandle);
}
internal ulong nativeHandle =>
m_nativeHandle;
}
}