Updated wrappers

This commit is contained in:
Robert Osfield
2008-06-19 20:42:10 +00:00
parent 2011028ee7
commit 96a80666c9
5 changed files with 88 additions and 2404 deletions

View File

@@ -28,6 +28,12 @@
#undef OUT
#endif
BEGIN_ENUM_REFLECTOR(osgShadow::ParallelSplitShadowMap::SplitCalcMode)
I_DeclaringFile("osgShadow/ParallelSplitShadowMap");
I_EnumLabel(osgShadow::ParallelSplitShadowMap::SPLIT_LINEAR);
I_EnumLabel(osgShadow::ParallelSplitShadowMap::SPLIT_EXP);
END_REFLECTOR
BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
I_DeclaringFile("osgShadow/ParallelSplitShadowMap");
I_BaseType(osgShadow::ShadowTechnique);
@@ -119,11 +125,6 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
__void__setMinNearDistanceForSplits__double,
"Set min near distance for splits. ",
"");
I_Method1(void, useLinearSplit, IN, bool, flag,
Properties::NON_VIRTUAL,
__void__useLinearSplit__bool,
"use linear split (default: linear) ",
"");
I_Method1(void, setUserLight, IN, osg::Light *, light,
Properties::NON_VIRTUAL,
__void__setUserLight__osg_Light_P1,
@@ -134,15 +135,27 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
__void__setAmbientBias__C5_osg_Vec2_R1,
"Set the values for the ambient bias the shader will use. ",
"");
I_ProtectedMethod2(std::string, generateGLSL_FragmentShader_BaseTex, IN, bool, debug, IN, unsigned int, splitCount,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__std_string__generateGLSL_FragmentShader_BaseTex__bool__unsigned_int,
"",
"");
I_Method1(void, setFragmentShaderGenerator, IN, osgShadow::ParallelSplitShadowMap::FragmentShaderGenerator *, fsw,
Properties::NON_VIRTUAL,
__void__setFragmentShaderGenerator__FragmentShaderGenerator_P1,
"set fragment shader generator ",
"");
I_MethodWithDefaults1(void, enableShadowGLSLFiltering, IN, bool, filtering, true,
Properties::NON_VIRTUAL,
__void__enableShadowGLSLFiltering__bool,
"enable / disable shadow filtering ",
"");
I_MethodWithDefaults1(void, setSplitCalculationMode, IN, osgShadow::ParallelSplitShadowMap::SplitCalcMode, scm, osgShadow::ParallelSplitShadowMap::SPLIT_EXP,
Properties::NON_VIRTUAL,
__void__setSplitCalculationMode__SplitCalcMode,
"set split calculation mode ",
"");
I_SimpleProperty(const osg::Vec2 &, AmbientBias,
0,
__void__setAmbientBias__C5_osg_Vec2_R1);
I_SimpleProperty(osgShadow::ParallelSplitShadowMap::FragmentShaderGenerator *, FragmentShaderGenerator,
0,
__void__setFragmentShaderGenerator__FragmentShaderGenerator_P1);
I_SimpleProperty(double, MaxFarDistance,
0,
__void__setMaxFarDistance__double);
@@ -155,6 +168,9 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
I_SimpleProperty(const osg::Vec2f &, PolygonOffset,
__C5_osg_Vec2f_R1__getPolygonOffset,
__void__setPolygonOffset__C5_osg_Vec2f_R1);
I_SimpleProperty(osgShadow::ParallelSplitShadowMap::SplitCalcMode, SplitCalculationMode,
0,
__void__setSplitCalculationMode__SplitCalcMode);
I_SimpleProperty(unsigned int, TextureResolution,
0,
__void__setTextureResolution__unsigned_int);
@@ -163,3 +179,16 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
__void__setUserLight__osg_Light_P1);
END_REFLECTOR
BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap::FragmentShaderGenerator)
I_DeclaringFile("osgShadow/ParallelSplitShadowMap");
I_BaseType(osg::Referenced);
I_Constructor0(____FragmentShaderGenerator,
"",
"");
I_Method6(std::string, generateGLSL_FragmentShader_BaseTex, IN, bool, debug, IN, unsigned int, splitCount, IN, double, textureRes, IN, bool, filtered, IN, unsigned int, nbrSplits, IN, unsigned int, textureOffset,
Properties::VIRTUAL,
__std_string__generateGLSL_FragmentShader_BaseTex__bool__unsigned_int__double__bool__unsigned_int__unsigned_int,
"generate the GLSL fragement shader ",
"");
END_REFLECTOR