Updated wrappers
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@@ -13,39 +13,47 @@
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#include <osg/Object>
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#include <osg/Shader>
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// Must undefine IN and OUT macros defined in Windows headers
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#ifdef IN
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#undef IN
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#endif
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#ifdef OUT
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#undef OUT
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#endif
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BEGIN_ENUM_REFLECTOR(osg::Shader::Type)
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EnumLabel(osg::Shader::VERTEX);
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EnumLabel(osg::Shader::FRAGMENT);
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EnumLabel(osg::Shader::UNDEFINED);
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I_EnumLabel(osg::Shader::VERTEX);
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I_EnumLabel(osg::Shader::FRAGMENT);
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I_EnumLabel(osg::Shader::UNDEFINED);
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END_REFLECTOR
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BEGIN_OBJECT_REFLECTOR(osg::Shader)
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BaseType(osg::Object);
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ConstructorWithDefaults1(IN, osg::Shader::Type, type, osg::Shader::UNDEFINED);
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Constructor2(IN, osg::Shader::Type, type, IN, const std::string &, source);
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ConstructorWithDefaults2(IN, const osg::Shader &, rhs, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY);
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Method0(osg::Object *, cloneType);
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Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop);
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Method1(bool, isSameKindAs, IN, const osg::Object *, obj);
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Method0(const char *, libraryName);
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Method0(const char *, className);
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Method1(int, compare, IN, const osg::Shader &, rhs);
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Method1(bool, setType, IN, osg::Shader::Type, t);
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Method1(void, setShaderSource, IN, const std::string &, sourceText);
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Method1(bool, loadShaderSourceFromFile, IN, const std::string &, fileName);
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Method0(const std::string &, getShaderSource);
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Method0(osg::Shader::Type, getType);
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Method0(const char *, getTypename);
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Method0(void, dirtyShader);
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Method1(void, compileShader, IN, unsigned int, contextID);
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Method2(void, attachShader, IN, unsigned int, contextID, IN, GLuint, program);
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Method2(bool, getGlShaderInfoLog, IN, unsigned int, contextID, IN, std::string &, log);
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Method1(void, setName, IN, const std::string &, name);
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Method1(void, setName, IN, const char *, name);
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Method0(const std::string &, getName);
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Property(const std::string &, Name);
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Property(const std::string &, ShaderSource);
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PropertyWithReturnType(osg::Shader::Type, Type, bool);
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ReadOnlyProperty(const char *, Typename);
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I_BaseType(osg::Object);
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I_ConstructorWithDefaults1(IN, osg::Shader::Type, type, osg::Shader::UNDEFINED);
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I_Constructor2(IN, osg::Shader::Type, type, IN, const std::string &, source);
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I_ConstructorWithDefaults2(IN, const osg::Shader &, rhs, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY);
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I_Method0(osg::Object *, cloneType);
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I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop);
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I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj);
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I_Method0(const char *, libraryName);
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I_Method0(const char *, className);
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I_Method1(int, compare, IN, const osg::Shader &, rhs);
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I_Method1(bool, setType, IN, osg::Shader::Type, t);
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I_Method1(void, setShaderSource, IN, const std::string &, sourceText);
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I_Method1(bool, loadShaderSourceFromFile, IN, const std::string &, fileName);
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I_Method0(const std::string &, getShaderSource);
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I_Method0(osg::Shader::Type, getType);
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I_Method0(const char *, getTypename);
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I_Method0(void, dirtyShader);
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I_Method1(void, compileShader, IN, unsigned int, contextID);
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I_Method2(void, attachShader, IN, unsigned int, contextID, IN, GLuint, program);
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I_Method2(bool, getGlShaderInfoLog, IN, unsigned int, contextID, IN, std::string &, log);
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I_Method1(void, setName, IN, const std::string &, name);
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I_Method1(void, setName, IN, const char *, name);
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I_Method0(const std::string &, getName);
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I_Property(const std::string &, Name);
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I_Property(const std::string &, ShaderSource);
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I_PropertyWithReturnType(osg::Shader::Type, Type, bool);
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I_ReadOnlyProperty(const char *, Typename);
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END_REFLECTOR
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