Updated wrappers
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@@ -28,6 +28,12 @@
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#undef OUT
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#endif
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BEGIN_ENUM_REFLECTOR(osgShadow::ParallelSplitShadowMap::SplitCalcMode)
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I_DeclaringFile("osgShadow/ParallelSplitShadowMap");
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I_EnumLabel(osgShadow::ParallelSplitShadowMap::SPLIT_LINEAR);
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I_EnumLabel(osgShadow::ParallelSplitShadowMap::SPLIT_EXP);
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END_REFLECTOR
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BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
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I_DeclaringFile("osgShadow/ParallelSplitShadowMap");
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I_BaseType(osgShadow::ShadowTechnique);
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@@ -119,11 +125,6 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
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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_Method1(void, useLinearSplit, IN, bool, flag,
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Properties::NON_VIRTUAL,
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__void__useLinearSplit__bool,
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"use linear split (default: linear) ",
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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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@@ -134,15 +135,27 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
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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_ProtectedMethod2(std::string, generateGLSL_FragmentShader_BaseTex, IN, bool, debug, IN, unsigned int, splitCount,
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Properties::NON_VIRTUAL,
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Properties::NON_CONST,
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__std_string__generateGLSL_FragmentShader_BaseTex__bool__unsigned_int,
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"",
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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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"set fragment shader generator ",
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"");
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I_MethodWithDefaults1(void, enableShadowGLSLFiltering, IN, bool, filtering, true,
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Properties::NON_VIRTUAL,
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__void__enableShadowGLSLFiltering__bool,
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"enable / disable shadow filtering ",
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"");
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I_MethodWithDefaults1(void, setSplitCalculationMode, IN, osgShadow::ParallelSplitShadowMap::SplitCalcMode, scm, osgShadow::ParallelSplitShadowMap::SPLIT_EXP,
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Properties::NON_VIRTUAL,
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__void__setSplitCalculationMode__SplitCalcMode,
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"set 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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__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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__void__setMaxFarDistance__double);
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@@ -155,6 +168,9 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
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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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__void__setSplitCalculationMode__SplitCalcMode);
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I_SimpleProperty(unsigned int, TextureResolution,
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0,
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__void__setTextureResolution__unsigned_int);
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@@ -163,3 +179,16 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
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__void__setUserLight__osg_Light_P1);
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END_REFLECTOR
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BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap::FragmentShaderGenerator)
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I_DeclaringFile("osgShadow/ParallelSplitShadowMap");
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I_BaseType(osg::Referenced);
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I_Constructor0(____FragmentShaderGenerator,
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"",
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"");
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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,
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Properties::VIRTUAL,
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__std_string__generateGLSL_FragmentShader_BaseTex__bool__unsigned_int__double__bool__unsigned_int__unsigned_int,
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"generate the GLSL fragement shader ",
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"");
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END_REFLECTOR
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