Added ShadowMap::s/getAmbientBias, updated NEWS and wrappers
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@@ -64,6 +64,11 @@ void ShadowMap::setTextureUnit(unsigned int unit)
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_textureUnit = unit;
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}
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void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
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{
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_ambientBias = ambientBias;
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}
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void ShadowMap::init()
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{
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if (!_shadowedScene) return;
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@@ -156,7 +161,7 @@ void ShadowMap::init()
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_stateset->addUniform(shadowTextureSampler);
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}
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osg::Uniform* ambientBias = new osg::Uniform("ambientBias",osg::Vec2(0.3f,1.2f));
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osg::Uniform* ambientBias = new osg::Uniform("ambientBias",_ambientBias);
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_stateset->addUniform(ambientBias);
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#endif
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@@ -13,6 +13,7 @@
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#include <osg/CopyOp>
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#include <osg/NodeVisitor>
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#include <osg/Object>
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#include <osg/Vec2>
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#include <osgShadow/ShadowMap>
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#include <osgUtil/CullVisitor>
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@@ -69,6 +70,16 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ShadowMap)
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__unsigned_int__getTextureUnit,
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"Get the texture unit that the shadow texture will be applied on. ",
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"");
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I_Method1(void, setAmbientBias, IN, const osg::Vec2 &, ambientBias,
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Properties::NON_VIRTUAL,
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__void__setAmbientBias__C5_osg_Vec2_R1,
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"Set the values for the ambient bias the shader will use. ",
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"");
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I_Method0(const osg::Vec2 &, getAmbientBias,
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Properties::NON_VIRTUAL,
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__C5_osg_Vec2_R1__getAmbientBias,
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"Get the values that are used for the ambient bias in the shader. ",
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"");
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I_Method0(void, init,
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Properties::VIRTUAL,
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__void__init,
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@@ -89,6 +100,9 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ShadowMap)
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__void__cleanSceneGraph,
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"Clean scene graph from any shadow technique specific nodes, state and drawables. ",
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"");
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I_SimpleProperty(const osg::Vec2 &, AmbientBias,
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__C5_osg_Vec2_R1__getAmbientBias,
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__void__setAmbientBias__C5_osg_Vec2_R1);
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I_SimpleProperty(unsigned int, TextureUnit,
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__unsigned_int__getTextureUnit,
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__void__setTextureUnit__unsigned_int);
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