Updated wrappers
This commit is contained in:
@@ -11,12 +11,8 @@
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#include <osgIntrospection/Attributes>
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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 <osg/Vec2s>
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#include <osgShadow/SoftShadowMap>
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#include <osgUtil/CullVisitor>
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// Must undefine IN and OUT macros defined in Windows headers
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#ifdef IN
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@@ -28,7 +24,7 @@
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BEGIN_OBJECT_REFLECTOR(osgShadow::SoftShadowMap)
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I_DeclaringFile("osgShadow/SoftShadowMap");
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I_BaseType(osgShadow::ShadowTechnique);
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I_BaseType(osgShadow::ShadowMap);
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I_Constructor0(____SoftShadowMap,
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"",
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"");
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@@ -61,114 +57,75 @@ 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, setTextureUnit, IN, unsigned int, unit,
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Properties::NON_VIRTUAL,
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__void__setTextureUnit__unsigned_int,
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"Set the texture unit that the shadow texture will be applied on. ",
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"");
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I_Method0(unsigned int, getTextureUnit,
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Properties::NON_VIRTUAL,
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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_Method2(void, setTextureSize, IN, int, width, IN, int, height,
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Properties::NON_VIRTUAL,
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__void__setTextureSize__int__int,
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"Set the resolution of the rendertarget texture used for shadow generation. ",
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"");
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I_Method1(void, setTextureSize, IN, const osg::Vec2s &, x,
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Properties::NON_VIRTUAL,
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__void__setTextureSize__C5_osg_Vec2s_R1,
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"Set the resolution of the rendertarget texture used for shadow generation. ",
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"");
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I_Method0(const osg::Vec2s &, getTextureSize,
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Properties::NON_VIRTUAL,
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__C5_osg_Vec2s_R1__getTextureSize,
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"Get the resolution of the rendertarget texture used for shadow generation. ",
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"");
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I_Method1(void, setBias, IN, float, bias,
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Properties::NON_VIRTUAL,
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__void__setBias__float,
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"Add a small bias to the z-value when calculating the MVPT matrix, this can reduce shadow acne problem. ",
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"Suitable values are 0-0.005 Default is 0. ");
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I_Method0(float, getBias,
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Properties::NON_VIRTUAL,
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__float__getBias,
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"Return the bias value set used when calculating the MVPT matrix. ",
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"");
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I_Method1(void, setSoftnessWidth, IN, const float, softnesswidth,
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I_Method1(void, setSoftnessWidth, IN, const float, softnessWidth,
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Properties::NON_VIRTUAL,
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__void__setSoftnessWidth__C5_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_Method1(void, setJitteringScale, IN, const float, jitteringscale,
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I_Method0(float, getSoftnessWidth,
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Properties::NON_VIRTUAL,
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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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Properties::NON_VIRTUAL,
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__void__setJitteringScale__C5_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(const osg::Vec2 &, getAmbientBias,
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I_Method0(float, getJitteringScale,
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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(const float, getSoftnessWidth,
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Properties::NON_VIRTUAL,
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__C5_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_Method0(const float, getJitteringScale,
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Properties::NON_VIRTUAL,
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__C5_float__getJitteringScale,
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__float__getJitteringScale,
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"Get the value used for jittering scale 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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"initialize the ShadowedScene and local cached data structures. ",
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I_Method1(void, setJitterTextureUnit, IN, unsigned int, jitterTextureUnit,
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Properties::NON_VIRTUAL,
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__void__setJitterTextureUnit__unsigned_int,
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"Set the texture unit that the jitter texture will be applied on. ",
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"");
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I_Method1(void, update, IN, osg::NodeVisitor &, nv,
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Properties::VIRTUAL,
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__void__update__osg_NodeVisitor_R1,
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"run the update traversal of the ShadowedScene and update any loca chached data structures. ",
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I_Method0(unsigned int, getJitterTextureUnit,
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Properties::NON_VIRTUAL,
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__unsigned_int__getJitterTextureUnit,
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"Get the texture unit that the jitter texture will be applied on. ",
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"");
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I_Method1(void, cull, IN, osgUtil::CullVisitor &, cv,
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Properties::VIRTUAL,
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__void__cull__osgUtil_CullVisitor_R1,
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"run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique. ",
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I_Method1(void, setBias, IN, float, bias,
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Properties::NON_VIRTUAL,
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__void__setBias__float,
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"Add a small bias to the z-value, this can reduce shadow acne problem. ",
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"This is the same as calling setPolygonOffset(osg::Vec2(bias,0)); Suitable values are 0-0.005 Default is 0. ");
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I_Method0(float, getBias,
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Properties::NON_VIRTUAL,
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__float__getBias,
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"Return the bias value. ",
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"");
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I_Method0(void, cleanSceneGraph,
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Properties::VIRTUAL,
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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_ProtectedMethod1(void, initJittering, IN, osg::StateSet *, x,
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I_ProtectedMethod0(void, createUniforms,
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Properties::VIRTUAL,
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Properties::NON_CONST,
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__void__createUniforms,
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"Create the managed Uniforms. ",
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"");
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I_ProtectedMethod0(void, createShaders,
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Properties::VIRTUAL,
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Properties::NON_CONST,
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__void__createShaders,
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"",
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"");
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I_ProtectedMethod1(void, initJittering, IN, osg::StateSet *, ss,
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Properties::NON_VIRTUAL,
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Properties::NON_CONST,
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__void__initJittering__osg_StateSet_P1,
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"",
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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(float, Bias,
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__float__getBias,
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__void__setBias__float);
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I_SimpleProperty(const float, JitteringScale,
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__C5_float__getJitteringScale,
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__void__setJitteringScale__C5_float);
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I_SimpleProperty(const float, SoftnessWidth,
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__C5_float__getSoftnessWidth,
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__void__setSoftnessWidth__C5_float);
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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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I_SimpleProperty(unsigned int, TextureUnit,
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__unsigned_int__getTextureUnit,
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__void__setTextureUnit__unsigned_int);
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I_SimpleProperty(unsigned int, JitterTextureUnit,
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__unsigned_int__getJitterTextureUnit,
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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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I_SimpleProperty(float, SoftnessWidth,
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__float__getSoftnessWidth,
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0);
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END_REFLECTOR
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