private static extern void ICall_Camera_SetRenderNormal(Camera pMonoObj, bool bRenderNormal);
private static extern void ICall_Camera_SetCustomise(Camera self, bool customise);
private static extern void ICall_Camera_SetRenderDepth(Camera self, bool bRenderDepth);
private static extern void ICall_GraphicSystem_RenderCamera(Camera render);
private static extern void ICall_Camera_SetCullMask(Camera self,UInt32 mask);
private static extern void ICall_Camera_SetupPerspectiveFovRH(Camera self, float fov, float aspect, float zNear, float zFar);
private static extern void ICall_Camera_SetUseBeforeDrawEvent(Camera self, bool enable);
private static extern bool ICall_Camera_GetRenderDepth(Camera self);
private static extern bool ICall_Camera_GetRenderNormal(Camera self);
private static extern float ICall_Camera_GetNear(Camera self);
private static extern void ICall_Camera_GetProjTransForm(Camera self, out Matrix44 proj);
private static extern UInt32 ICall_Camera_GetCullMask(Camera self);
private static extern float ICall_Camera_GetAspect(Camera self);
private static extern void ICall_Camera_Bind(Camera self);
private static extern void ICall_Camera_SetRenderShadowMap(Camera self, bool enable);
private static extern void ICall_Camera_GetViewTransForm(Camera self, out Matrix44 view);
private static extern void ICall_Camera_SetRenderToTexture(Camera self, RenderToTexture renderToTexture);
private static extern bool ICall_Camera_IsCustomise(Camera self);
private static extern void ICall_Camera_SetupPerspectiveFovRHEx(Camera self, float fov, float aspect, float zNear, float zFar, ref Vector4 clipPlane_, bool reflection);
private static extern void ICall_Camera_Release(Camera self);
private static extern void ICall_Camera_SetViewTransForm(Camera self, ref Matrix44 proj);
/// <summary> /// 以相机作为参数,渲染场景 /// </summary> /// <param name="cam">摄像机</param> public static void RenderCamera(Camera cam) { ICall_GraphicSystem_RenderCamera(cam); }