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source/renderer/scripting/JSInterface_Renderer.cpp
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g_Renderer.GetPostprocManager().UpdateAntiAliasingTechnique(); | g_Renderer.GetPostprocManager().UpdateAntiAliasingTechnique(); | ||||
} | } | ||||
void JSI_Renderer::UpdateSharpeningTechnique(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) | |||||
{ | |||||
g_Renderer.GetPostprocManager().UpdateSharpeningTechnique(); | |||||
} | |||||
void JSI_Renderer::UpdateSharpnessFactor(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) | |||||
{ | |||||
g_Renderer.GetPostprocManager().UpdateSharpnessFactor(); | |||||
} | |||||
void JSI_Renderer::RecreateShadowMap(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) | void JSI_Renderer::RecreateShadowMap(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) | ||||
{ | { | ||||
g_Renderer.GetShadowMap().RecreateTexture(); | g_Renderer.GetShadowMap().RecreateTexture(); | ||||
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scriptInterface.RegisterFunction<void, std::string, &JSI_Renderer::SetRenderPath>("Renderer_SetRenderPath"); | scriptInterface.RegisterFunction<void, std::string, &JSI_Renderer::SetRenderPath>("Renderer_SetRenderPath"); | ||||
scriptInterface.RegisterFunction<void, &JSI_Renderer::RecreateShadowMap>("Renderer_RecreateShadowMap"); | scriptInterface.RegisterFunction<void, &JSI_Renderer::RecreateShadowMap>("Renderer_RecreateShadowMap"); | ||||
scriptInterface.RegisterFunction<void, &JSI_Renderer::UpdateAntiAliasingTechnique>("Renderer_UpdateAntiAliasingTechnique"); | scriptInterface.RegisterFunction<void, &JSI_Renderer::UpdateAntiAliasingTechnique>("Renderer_UpdateAntiAliasingTechnique"); | ||||
scriptInterface.RegisterFunction<void, &JSI_Renderer::UpdateSharpeningTechnique>("Renderer_UpdateSharpeningTechnique"); | |||||
scriptInterface.RegisterFunction<void, &JSI_Renderer::UpdateSharpnessFactor>("Renderer_UpdateSharpnessFactor"); | |||||
scriptInterface.RegisterFunction<bool, std::wstring, &JSI_Renderer::TextureExists>("TextureExists"); | scriptInterface.RegisterFunction<bool, std::wstring, &JSI_Renderer::TextureExists>("TextureExists"); | ||||
REGISTER_BOOLEAN_SCRIPT_SETTING(Shadows); | REGISTER_BOOLEAN_SCRIPT_SETTING(Shadows); | ||||
REGISTER_BOOLEAN_SCRIPT_SETTING(ShadowPCF); | REGISTER_BOOLEAN_SCRIPT_SETTING(ShadowPCF); | ||||
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Wildfire Games · Phabricator