Updated wrappers
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@@ -10,10 +10,15 @@
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#include <osgIntrospection/StaticMethodInfo>
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#include <osgIntrospection/Attributes>
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#include <osg/Camera>
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#include <osg/CopyOp>
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#include <osg/Light>
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#include <osg/LightSource>
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#include <osg/NodeVisitor>
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#include <osg/Object>
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#include <osg/Shader>
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#include <osg/Vec2>
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#include <osg/Vec2s>
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#include <osgShadow/ShadowMap>
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#include <osgUtil/CullVisitor>
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@@ -25,6 +30,10 @@
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#undef OUT
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#endif
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TYPE_NAME_ALIAS(std::vector< osg::ref_ptr< osg::Uniform > >, osgShadow::ShadowMap::UniformList)
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TYPE_NAME_ALIAS(std::vector< osg::ref_ptr< osg::Shader > >, osgShadow::ShadowMap::ShaderList)
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BEGIN_OBJECT_REFLECTOR(osgShadow::ShadowMap)
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I_DeclaringFile("osgShadow/ShadowMap");
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I_BaseType(osgShadow::ShadowTechnique);
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@@ -80,6 +89,36 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ShadowMap)
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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_Method1(void, setTextureSize, IN, const osg::Vec2s &, textureSize,
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Properties::NON_VIRTUAL,
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__void__setTextureSize__C5_osg_Vec2s_R1,
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"set the size in pixels x / y for the shadow texture. ",
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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 values that are used for the ambient bias in the shader. ",
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"");
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I_Method1(void, setLight, IN, osg::Light *, light,
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Properties::NON_VIRTUAL,
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__void__setLight__osg_Light_P1,
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"Set the Light that will cast shadows. ",
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"");
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I_Method1(void, setLight, IN, osg::LightSource *, ls,
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Properties::NON_VIRTUAL,
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__void__setLight__osg_LightSource_P1,
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"",
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"");
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I_Method1(void, addShader, IN, osg::Shader *, shader,
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Properties::NON_VIRTUAL,
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__void__addShader__osg_Shader_P1,
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"Add a shader to internal list, will be used instead of the default ones. ",
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"");
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I_Method0(void, clearShaderList,
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Properties::NON_VIRTUAL,
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__void__clearShaderList,
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"Reset internal shader list. ",
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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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@@ -100,11 +139,118 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ShadowMap)
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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_Method0(osg::ref_ptr< osg::Camera >, makeDebugHUD,
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Properties::NON_VIRTUAL,
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__osg_ref_ptrT1_osg_Camera___makeDebugHUD,
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"",
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"");
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I_ProtectedMethod0(void, createUniforms,
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Properties::NON_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::NON_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_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(osg::Light *, Light,
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0,
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__void__setLight__osg_Light_P1);
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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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END_REFLECTOR
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BEGIN_VALUE_REFLECTOR(osg::ref_ptr< osg::Camera >)
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I_DeclaringFile("osg/ref_ptr");
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I_Constructor0(____ref_ptr,
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"",
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"");
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I_Constructor1(IN, osg::Camera *, ptr,
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Properties::NON_EXPLICIT,
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____ref_ptr__T_P1,
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"",
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"");
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I_Constructor1(IN, const osg::ref_ptr< osg::Camera > &, rp,
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Properties::NON_EXPLICIT,
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____ref_ptr__C5_ref_ptr_R1,
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"",
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"");
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I_Method0(osg::Camera *, get,
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Properties::NON_VIRTUAL,
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__T_P1__get,
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"",
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"");
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I_Method0(bool, valid,
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Properties::NON_VIRTUAL,
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__bool__valid,
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"",
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"");
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I_Method0(osg::Camera *, release,
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Properties::NON_VIRTUAL,
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__T_P1__release,
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"",
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"");
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I_Method1(void, swap, IN, osg::ref_ptr< osg::Camera > &, rp,
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Properties::NON_VIRTUAL,
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__void__swap__ref_ptr_R1,
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"",
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"");
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I_SimpleProperty(osg::Camera *, ,
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__T_P1__get,
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0);
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END_REFLECTOR
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BEGIN_VALUE_REFLECTOR(osg::ref_ptr< osg::Shader >)
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I_DeclaringFile("osg/ref_ptr");
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I_Constructor0(____ref_ptr,
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"",
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"");
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I_Constructor1(IN, osg::Shader *, ptr,
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Properties::NON_EXPLICIT,
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____ref_ptr__T_P1,
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"",
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"");
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I_Constructor1(IN, const osg::ref_ptr< osg::Shader > &, rp,
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Properties::NON_EXPLICIT,
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____ref_ptr__C5_ref_ptr_R1,
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"",
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"");
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I_Method0(osg::Shader *, get,
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Properties::NON_VIRTUAL,
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__T_P1__get,
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"",
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"");
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I_Method0(bool, valid,
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Properties::NON_VIRTUAL,
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__bool__valid,
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"",
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"");
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I_Method0(osg::Shader *, release,
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Properties::NON_VIRTUAL,
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__T_P1__release,
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"",
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"");
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I_Method1(void, swap, IN, osg::ref_ptr< osg::Shader > &, rp,
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Properties::NON_VIRTUAL,
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__void__swap__ref_ptr_R1,
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"",
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"");
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I_SimpleProperty(osg::Shader *, ,
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__T_P1__get,
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0);
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END_REFLECTOR
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STD_VECTOR_REFLECTOR(std::vector< osg::ref_ptr< osg::Shader > >)
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STD_VECTOR_REFLECTOR(std::vector< osg::ref_ptr< osg::Uniform > >)
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