UPdated wrappers
This commit is contained in:
@@ -110,31 +110,61 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
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__void__setTextureResolution__unsigned_int,
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"Set the texture resolution. ",
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"");
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I_Method0(unsigned int, getTextureResolution,
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Properties::NON_VIRTUAL,
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__unsigned_int__getTextureResolution,
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"Get the texture resolution. ",
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"");
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I_Method1(void, setMaxFarDistance, IN, double, farDist,
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Properties::NON_VIRTUAL,
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__void__setMaxFarDistance__double,
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"Set the max far distance. ",
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"");
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I_Method0(double, getMaxFarDistance,
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Properties::NON_VIRTUAL,
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__double__getMaxFarDistance,
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"Get the max far distance. ",
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"");
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I_Method1(void, setMoveVCamBehindRCamFactor, IN, double, distFactor,
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Properties::NON_VIRTUAL,
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__void__setMoveVCamBehindRCamFactor__double,
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"Set the factor for moving the virtual camera behind the real camera. ",
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"");
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I_Method0(double, getMoveVCamBehindRCamFactor,
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Properties::NON_VIRTUAL,
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__double__getMoveVCamBehindRCamFactor,
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"Get the factor for moving the virtual camera behind the real camera. ",
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"");
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I_Method1(void, setMinNearDistanceForSplits, IN, double, nd,
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Properties::NON_VIRTUAL,
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__void__setMinNearDistanceForSplits__double,
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"Set min near distance for splits. ",
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"");
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I_Method0(double, getMinNearDistanceForSplits,
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Properties::NON_VIRTUAL,
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__double__getMinNearDistanceForSplits,
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"Get min near distance for splits. ",
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"");
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I_Method1(void, setUserLight, IN, osg::Light *, light,
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Properties::NON_VIRTUAL,
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__void__setUserLight__osg_Light_P1,
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"set a user defined light for shadow simulation (sun light, . ",
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".. ) when this light get passed to pssm, the scene's light are no longer collected and simulated. just this user passed light, it needs to be a directional light. ");
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I_Method0(const osg::Light *, getUserLight,
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Properties::NON_VIRTUAL,
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__C5_osg_Light_P1__getUserLight,
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"get the user defined light for shadow simulation ",
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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 for the ambient bias the shader will use. ",
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"");
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I_Method1(void, setFragmentShaderGenerator, IN, osgShadow::ParallelSplitShadowMap::FragmentShaderGenerator *, fsw,
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Properties::NON_VIRTUAL,
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__void__setFragmentShaderGenerator__FragmentShaderGenerator_P1,
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@@ -150,29 +180,34 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
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__void__setSplitCalculationMode__SplitCalcMode,
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"set split calculation mode ",
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"");
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I_Method0(osgShadow::ParallelSplitShadowMap::SplitCalcMode, getSplitCalculationMode,
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Properties::NON_VIRTUAL,
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__SplitCalcMode__getSplitCalculationMode,
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"get split calculation mode ",
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"");
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I_SimpleProperty(const osg::Vec2 &, AmbientBias,
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0,
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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(osgShadow::ParallelSplitShadowMap::FragmentShaderGenerator *, FragmentShaderGenerator,
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0,
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__void__setFragmentShaderGenerator__FragmentShaderGenerator_P1);
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I_SimpleProperty(double, MaxFarDistance,
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0,
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__double__getMaxFarDistance,
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__void__setMaxFarDistance__double);
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I_SimpleProperty(double, MinNearDistanceForSplits,
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0,
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__double__getMinNearDistanceForSplits,
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__void__setMinNearDistanceForSplits__double);
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I_SimpleProperty(double, MoveVCamBehindRCamFactor,
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0,
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__double__getMoveVCamBehindRCamFactor,
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__void__setMoveVCamBehindRCamFactor__double);
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I_SimpleProperty(const osg::Vec2f &, PolygonOffset,
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__C5_osg_Vec2f_R1__getPolygonOffset,
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__void__setPolygonOffset__C5_osg_Vec2f_R1);
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I_SimpleProperty(osgShadow::ParallelSplitShadowMap::SplitCalcMode, SplitCalculationMode,
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0,
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__SplitCalcMode__getSplitCalculationMode,
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__void__setSplitCalculationMode__SplitCalcMode);
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I_SimpleProperty(unsigned int, TextureResolution,
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0,
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__unsigned_int__getTextureResolution,
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__void__setTextureResolution__unsigned_int);
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I_SimpleProperty(osg::Light *, UserLight,
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0,
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@@ -57,9 +57,9 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::SoftShadowMap)
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__C5_char_P1__className,
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"return the name of the object's class type. ",
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"Must be defined by derived classes. ");
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I_Method1(void, setSoftnessWidth, IN, const float, softnessWidth,
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I_Method1(void, setSoftnessWidth, IN, float, softnessWidth,
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Properties::NON_VIRTUAL,
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__void__setSoftnessWidth__C5_float,
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__void__setSoftnessWidth__float,
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"Set the values for width of the soft penumbra the shader will use. ",
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"Zero is for hard shadow (no penumbra). 0.01 is already very soft penumbra. Default is 0.005. ");
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I_Method0(float, getSoftnessWidth,
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@@ -67,9 +67,9 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::SoftShadowMap)
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__float__getSoftnessWidth,
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"Get the value used for width of the soft penumbra in the shader. ",
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"");
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I_Method1(void, setJitteringScale, IN, const float, jitteringScale,
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I_Method1(void, setJitteringScale, IN, float, jitteringScale,
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Properties::NON_VIRTUAL,
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__void__setJitteringScale__C5_float,
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__void__setJitteringScale__float,
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"Set the values for jittering scale the shader will use. ",
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"Zero is no jittering (i.e. see the banding in penumbra) High values (>64) cause 'pixelization' of the penumbra. Usually but not necessarily power of two number. Default is 32. ");
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I_Method0(float, getJitteringScale,
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@@ -123,9 +123,9 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::SoftShadowMap)
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__void__setJitterTextureUnit__unsigned_int);
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I_SimpleProperty(float, JitteringScale,
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__float__getJitteringScale,
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0);
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__void__setJitteringScale__float);
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I_SimpleProperty(float, SoftnessWidth,
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__float__getSoftnessWidth,
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0);
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__void__setSoftnessWidth__float);
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END_REFLECTOR
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@@ -109,9 +109,9 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::StandardShadowMap)
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__void__setTextureSize__C5_osg_Vec2s_R1,
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"",
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"");
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I_Method0(osg::Vec2s, getTextureSize,
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I_Method0(const osg::Vec2s &, getTextureSize,
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Properties::NON_VIRTUAL,
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__osg_Vec2s__getTextureSize,
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__C5_osg_Vec2s_R1__getTextureSize,
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"",
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"");
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I_Method1(void, setLight, IN, osg::Light *, light,
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@@ -124,6 +124,11 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::StandardShadowMap)
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__osg_Light_P1__getLight,
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"",
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"");
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I_Method0(const osg::Light *, getLight,
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Properties::NON_VIRTUAL,
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__C5_osg_Light_P1__getLight,
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"",
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"");
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I_Method0(osg::Shader *, getShadowVertexShader,
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Properties::NON_VIRTUAL,
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__osg_Shader_P1__getShadowVertexShader,
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@@ -203,8 +208,8 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::StandardShadowMap)
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I_SimpleProperty(osg::Shader *, ShadowVertexShader,
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__osg_Shader_P1__getShadowVertexShader,
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__void__setShadowVertexShader__osg_Shader_P1);
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I_SimpleProperty(osg::Vec2s, TextureSize,
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__osg_Vec2s__getTextureSize,
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I_SimpleProperty(const osg::Vec2s &, TextureSize,
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__C5_osg_Vec2s_R1__getTextureSize,
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__void__setTextureSize__C5_osg_Vec2s_R1);
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END_REFLECTOR
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@@ -132,6 +132,16 @@ BEGIN_OBJECT_REFLECTOR(osgUtil::RenderStage)
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__osg_Viewport_P1__getViewport,
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"Get the viewport. ",
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"");
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I_Method1(void, setInitialViewMatrix, IN, const osg::RefMatrix *, matrix,
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Properties::NON_VIRTUAL,
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__void__setInitialViewMatrix__C5_osg_RefMatrix_P1,
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"Set the initial view matrix. ",
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"");
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I_Method0(const osg::RefMatrix *, getInitialViewMatrix,
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Properties::NON_VIRTUAL,
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__C5_osg_RefMatrix_P1__getInitialViewMatrix,
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"Get the initial view matrix. ",
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"");
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I_Method1(void, setClearMask, IN, GLbitfield, mask,
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Properties::NON_VIRTUAL,
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__void__setClearMask__GLbitfield,
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@@ -491,6 +501,9 @@ BEGIN_OBJECT_REFLECTOR(osgUtil::RenderStage)
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I_SimpleProperty(const osg::Matrix &, InheritedPositionalStateContainerMatrix,
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__C5_osg_Matrix_R1__getInheritedPositionalStateContainerMatrix,
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__void__setInheritedPositionalStateContainerMatrix__C5_osg_Matrix_R1);
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I_SimpleProperty(const osg::RefMatrix *, InitialViewMatrix,
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__C5_osg_RefMatrix_P1__getInitialViewMatrix,
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__void__setInitialViewMatrix__C5_osg_RefMatrix_P1);
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I_SimpleProperty(osg::FrameBufferObject *, MultisampleResolveFramebufferObject,
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__osg_FrameBufferObject_P1__getMultisampleResolveFramebufferObject,
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__void__setMultisampleResolveFramebufferObject__osg_FrameBufferObject_P1);
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@@ -202,6 +202,16 @@ BEGIN_OBJECT_REFLECTOR(osgUtil::Statistics)
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__void__setBinNo__int,
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"",
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"");
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I_Method1(void, addStateGraphs, IN, int, n,
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Properties::NON_VIRTUAL,
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__void__addStateGraphs__int,
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"",
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"");
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I_Method1(void, addOrderedLeaves, IN, int, n,
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Properties::NON_VIRTUAL,
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__void__addOrderedLeaves__int,
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"",
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"");
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I_Method1(void, add, IN, const osgUtil::Statistics &, stats,
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Properties::NON_VIRTUAL,
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__void__add__C5_Statistics_R1,
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@@ -245,11 +255,13 @@ BEGIN_OBJECT_REFLECTOR(osgUtil::Statistics)
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I_PublicMemberProperty(int, numDrawables);
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I_PublicMemberProperty(int, nummat);
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I_PublicMemberProperty(int, nbins);
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I_PublicMemberProperty(int, numStateGraphs);
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I_PublicMemberProperty(int, nlights);
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I_PublicMemberProperty(int, depth);
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I_PublicMemberProperty(int, _binNo);
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I_PublicMemberProperty(osgUtil::Statistics::StatsType, stattype);
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I_PublicMemberProperty(int, nimpostor);
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I_PublicMemberProperty(int, numOrderedLeaves);
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I_PublicMemberProperty(unsigned int, _vertexCount);
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I_PublicMemberProperty(osgUtil::Statistics::PrimitiveValueMap, _primitiveCount);
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I_PublicMemberProperty(GLenum, _currentPrimitiveFunctorMode);
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@@ -92,6 +92,11 @@ BEGIN_OBJECT_REFLECTOR(osgViewer::Renderer)
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__osgUtil_SceneView_P1__getSceneView__unsigned_int,
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"",
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"");
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I_Method1(const osgUtil::SceneView *, getSceneView, IN, unsigned int, i,
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Properties::NON_VIRTUAL,
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__C5_osgUtil_SceneView_P1__getSceneView__unsigned_int,
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"",
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"");
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I_Method1(void, setDone, IN, bool, done,
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Properties::NON_VIRTUAL,
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__void__setDone__bool,
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@@ -187,6 +192,16 @@ BEGIN_OBJECT_REFLECTOR(osgViewer::Renderer)
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__double__getConservativeTimeRatio,
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"",
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"");
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I_Method1(void, setCameraRequiresSetUp, IN, bool, flag,
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Properties::NON_VIRTUAL,
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__void__setCameraRequiresSetUp__bool,
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"Force update of state associated with cameras. ",
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"");
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I_Method0(bool, getCameraRequiresSetUp,
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Properties::NON_VIRTUAL,
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__bool__getCameraRequiresSetUp,
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"",
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"");
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I_ProtectedMethod1(void, updateSceneView, IN, osgUtil::SceneView *, sceneView,
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Properties::VIRTUAL,
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Properties::NON_CONST,
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@@ -199,6 +214,9 @@ BEGIN_OBJECT_REFLECTOR(osgViewer::Renderer)
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__void__flushAndCompile__double__osgUtil_SceneView_P1__osgDB_DatabasePager_P1__osg_GraphicsThread_P1,
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"",
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"");
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I_SimpleProperty(bool, CameraRequiresSetUp,
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__bool__getCameraRequiresSetUp,
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__void__setCameraRequiresSetUp__bool);
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I_SimpleProperty(bool, CompileOnNextDraw,
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__bool__getCompileOnNextDraw,
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__void__setCompileOnNextDraw__bool);
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