// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #include #include #include #include #include #include #include #include #include #include BEGIN_OBJECT_REFLECTOR(osg::GL2Extensions) BaseType(osg::Referenced); Constructor1(IN, unsigned int, contextID); Constructor1(IN, const osg::GL2Extensions &, rhs); Method1(void, lowestCommonDenominator, IN, const osg::GL2Extensions &, rhs); Method1(void, setupGL2Extensions, IN, unsigned int, contextID); Method0(bool, isGlslSupported); Method0(float, getGlVersion); Method0(float, getLanguageVersion); Method1(void, setShaderObjectsSupported, IN, bool, flag); Method0(bool, isShaderObjectsSupported); Method1(void, setVertexShaderSupported, IN, bool, flag); Method0(bool, isVertexShaderSupported); Method1(void, setFragmentShaderSupported, IN, bool, flag); Method0(bool, isFragmentShaderSupported); Method1(void, setLanguage100Supported, IN, bool, flag); Method0(bool, isLanguage100Supported); Method2(void, glBlendEquationSeparate, IN, GLenum, modeRGB, IN, GLenum, modeAlpha); Method2(void, glDrawBuffers, IN, GLsizei, n, IN, const GLenum *, bufs); Method4(void, glStencilOpSeparate, IN, GLenum, face, IN, GLenum, sfail, IN, GLenum, dpfail, IN, GLenum, dppass); Method4(void, glStencilFuncSeparate, IN, GLenum, frontfunc, IN, GLenum, backfunc, IN, GLint, ref, IN, GLuint, mask); Method2(void, glStencilMaskSeparate, IN, GLenum, face, IN, GLuint, mask); Method2(void, glAttachShader, IN, GLuint, program, IN, GLuint, shader); Method3(void, glBindAttribLocation, IN, GLuint, program, IN, GLuint, index, IN, const GLchar *, name); Method1(void, glCompileShader, IN, GLuint, shader); Method0(GLuint, glCreateProgram); Method1(GLuint, glCreateShader, IN, GLenum, type); Method1(void, glDeleteProgram, IN, GLuint, program); Method1(void, glDeleteShader, IN, GLuint, shader); Method2(void, glDetachShader, IN, GLuint, program, IN, GLuint, shader); Method1(void, glDisableVertexAttribArray, IN, GLuint, index); Method1(void, glEnableVertexAttribArray, IN, GLuint, index); Method7(void, glGetActiveAttrib, IN, GLuint, program, IN, GLuint, index, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLint *, size, IN, GLenum *, type, IN, GLchar *, name); Method7(void, glGetActiveUniform, IN, GLuint, program, IN, GLuint, index, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLint *, size, IN, GLenum *, type, IN, GLchar *, name); Method4(void, glGetAttachedShaders, IN, GLuint, program, IN, GLsizei, maxCount, IN, GLsizei *, count, IN, GLuint *, obj); Method2(GLint, glGetAttribLocation, IN, GLuint, program, IN, const GLchar *, name); Method3(void, glGetProgramiv, IN, GLuint, program, IN, GLenum, pname, IN, GLint *, params); Method4(void, glGetProgramInfoLog, IN, GLuint, program, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, infoLog); Method3(void, glGetShaderiv, IN, GLuint, shader, IN, GLenum, pname, IN, GLint *, params); Method4(void, glGetShaderInfoLog, IN, GLuint, shader, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, infoLog); Method4(void, glGetShaderSource, IN, GLuint, shader, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, source); Method2(GLint, glGetUniformLocation, IN, GLuint, program, IN, const GLchar *, name); Method3(void, glGetUniformfv, IN, GLuint, program, IN, GLint, location, IN, GLfloat *, params); Method3(void, glGetUniformiv, IN, GLuint, program, IN, GLint, location, IN, GLint *, params); Method3(void, glGetVertexAttribdv, IN, GLuint, index, IN, GLenum, pname, IN, GLdouble *, params); Method3(void, glGetVertexAttribfv, IN, GLuint, index, IN, GLenum, pname, IN, GLfloat *, params); Method3(void, glGetVertexAttribiv, IN, GLuint, index, IN, GLenum, pname, IN, GLint *, params); Method3(void, glGetVertexAttribPointerv, IN, GLuint, index, IN, GLenum, pname, IN, GLvoid **, pointer); Method1(GLboolean, glIsProgram, IN, GLuint, program); Method1(GLboolean, glIsShader, IN, GLuint, shader); Method1(void, glLinkProgram, IN, GLuint, program); Method4(void, glShaderSource, IN, GLuint, shader, IN, GLsizei, count, IN, const GLchar **, string, IN, const GLint *, length); Method1(void, glUseProgram, IN, GLuint, program); Method2(void, glUniform1f, IN, GLint, location, IN, GLfloat, v0); Method3(void, glUniform2f, IN, GLint, location, IN, GLfloat, v0, IN, GLfloat, v1); Method4(void, glUniform3f, IN, GLint, location, IN, GLfloat, v0, IN, GLfloat, v1, IN, GLfloat, v2); Method5(void, glUniform4f, IN, GLint, location, IN, GLfloat, v0, IN, GLfloat, v1, IN, GLfloat, v2, IN, GLfloat, v3); Method2(void, glUniform1i, IN, GLint, location, IN, GLint, v0); Method3(void, glUniform2i, IN, GLint, location, IN, GLint, v0, IN, GLint, v1); Method4(void, glUniform3i, IN, GLint, location, IN, GLint, v0, IN, GLint, v1, IN, GLint, v2); Method5(void, glUniform4i, IN, GLint, location, IN, GLint, v0, IN, GLint, v1, IN, GLint, v2, IN, GLint, v3); Method3(void, glUniform1fv, IN, GLint, location, IN, GLsizei, count, IN, const GLfloat *, value); Method3(void, glUniform2fv, IN, GLint, location, IN, GLsizei, count, IN, const GLfloat *, value); Method3(void, glUniform3fv, IN, GLint, location, IN, GLsizei, count, IN, const GLfloat *, value); Method3(void, glUniform4fv, IN, GLint, location, IN, GLsizei, count, IN, const GLfloat *, value); Method3(void, glUniform1iv, IN, GLint, location, IN, GLsizei, count, IN, const GLint *, value); Method3(void, glUniform2iv, IN, GLint, location, IN, GLsizei, count, IN, const GLint *, value); Method3(void, glUniform3iv, IN, GLint, location, IN, GLsizei, count, IN, const GLint *, value); Method3(void, glUniform4iv, IN, GLint, location, IN, GLsizei, count, IN, const GLint *, value); Method4(void, glUniformMatrix2fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value); Method4(void, glUniformMatrix3fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value); Method4(void, glUniformMatrix4fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value); Method1(void, glValidateProgram, IN, GLuint, program); Method2(void, glVertexAttrib1d, IN, GLuint, index, IN, GLdouble, x); Method2(void, glVertexAttrib1dv, IN, GLuint, index, IN, const GLdouble *, v); Method2(void, glVertexAttrib1f, IN, GLuint, index, IN, GLfloat, x); Method2(void, glVertexAttrib1fv, IN, GLuint, index, IN, const GLfloat *, v); Method2(void, glVertexAttrib1s, IN, GLuint, index, IN, GLshort, x); Method2(void, glVertexAttrib1sv, IN, GLuint, index, IN, const GLshort *, v); Method3(void, glVertexAttrib2d, IN, GLuint, index, IN, GLdouble, x, IN, GLdouble, y); Method2(void, glVertexAttrib2dv, IN, GLuint, index, IN, const GLdouble *, v); Method3(void, glVertexAttrib2f, IN, GLuint, index, IN, GLfloat, x, IN, GLfloat, y); Method2(void, glVertexAttrib2fv, IN, GLuint, index, IN, const GLfloat *, v); Method3(void, glVertexAttrib2s, IN, GLuint, index, IN, GLshort, x, IN, GLshort, y); Method2(void, glVertexAttrib2sv, IN, GLuint, index, IN, const GLshort *, v); Method4(void, glVertexAttrib3d, IN, GLuint, index, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z); Method2(void, glVertexAttrib3dv, IN, GLuint, index, IN, const GLdouble *, v); Method4(void, glVertexAttrib3f, IN, GLuint, index, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z); Method2(void, glVertexAttrib3fv, IN, GLuint, index, IN, const GLfloat *, v); Method4(void, glVertexAttrib3s, IN, GLuint, index, IN, GLshort, x, IN, GLshort, y, IN, GLshort, z); Method2(void, glVertexAttrib3sv, IN, GLuint, index, IN, const GLshort *, v); Method2(void, glVertexAttrib4Nbv, IN, GLuint, index, IN, const GLbyte *, v); Method2(void, glVertexAttrib4Niv, IN, GLuint, index, IN, const GLint *, v); Method2(void, glVertexAttrib4Nsv, IN, GLuint, index, IN, const GLshort *, v); Method5(void, glVertexAttrib4Nub, IN, GLuint, index, IN, GLubyte, x, IN, GLubyte, y, IN, GLubyte, z, IN, GLubyte, w); Method2(void, glVertexAttrib4Nubv, IN, GLuint, index, IN, const GLubyte *, v); Method2(void, glVertexAttrib4Nuiv, IN, GLuint, index, IN, const GLuint *, v); Method2(void, glVertexAttrib4Nusv, IN, GLuint, index, IN, const GLushort *, v); Method2(void, glVertexAttrib4bv, IN, GLuint, index, IN, const GLbyte *, v); Method5(void, glVertexAttrib4d, IN, GLuint, index, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z, IN, GLdouble, w); Method2(void, glVertexAttrib4dv, IN, GLuint, index, IN, const GLdouble *, v); Method5(void, glVertexAttrib4f, IN, GLuint, index, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, IN, GLfloat, w); Method2(void, glVertexAttrib4fv, IN, GLuint, index, IN, const GLfloat *, v); Method2(void, glVertexAttrib4iv, IN, GLuint, index, IN, const GLint *, v); Method5(void, glVertexAttrib4s, IN, GLuint, index, IN, GLshort, x, IN, GLshort, y, IN, GLshort, z, IN, GLshort, w); Method2(void, glVertexAttrib4sv, IN, GLuint, index, IN, const GLshort *, v); Method2(void, glVertexAttrib4ubv, IN, GLuint, index, IN, const GLubyte *, v); Method2(void, glVertexAttrib4uiv, IN, GLuint, index, IN, const GLuint *, v); Method2(void, glVertexAttrib4usv, IN, GLuint, index, IN, const GLushort *, v); Method6(void, glVertexAttribPointer, IN, GLuint, index, IN, GLint, size, IN, GLenum, type, IN, GLboolean, normalized, IN, GLsizei, stride, IN, const GLvoid *, pointer); Method0(GLuint, getCurrentProgram); Method2(bool, getProgramInfoLog, IN, GLuint, program, IN, std::string &, result); Method2(bool, getShaderInfoLog, IN, GLuint, shader, IN, std::string &, result); Method2(bool, getAttribLocation, IN, const char *, attribName, IN, GLuint &, slot); ReadOnlyProperty(GLuint, CurrentProgram); WriteOnlyProperty(bool, FragmentShaderSupported); ReadOnlyProperty(float, GlVersion); WriteOnlyProperty(bool, Language100Supported); ReadOnlyProperty(float, LanguageVersion); WriteOnlyProperty(bool, ShaderObjectsSupported); WriteOnlyProperty(bool, VertexShaderSupported); WriteOnlyProperty(unsigned int, upGL2Extensions); END_REFLECTOR TYPE_NAME_ALIAS(std::map< std::string COMMA GLuint >, osg::Program::AttribBindingList); BEGIN_OBJECT_REFLECTOR(osg::Program) BaseType(osg::StateAttribute); Constructor0(); ConstructorWithDefaults2(IN, const osg::Program &, rhs, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY); Method0(osg::Object *, cloneType); Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop); Method1(bool, isSameKindAs, IN, const osg::Object *, obj); Method0(const char *, libraryName); Method0(const char *, className); Method0(osg::StateAttribute::Type, getType); Method1(int, compare, IN, const osg::StateAttribute &, sa); Method1(void, apply, IN, osg::State &, state); Method1(void, compileGLObjects, IN, osg::State &, state); MethodWithDefaults1(void, releaseGLObjects, IN, osg::State *, state, 0); Method0(void, dirtyProgram); Method1(bool, addShader, IN, osg::Shader *, shader); Method0(unsigned int, getNumShaders); Method1(osg::Shader *, getShader, IN, unsigned int, i); Method1(const osg::Shader *, getShader, IN, unsigned int, i); Method1(bool, removeShader, IN, osg::Shader *, shader); Method2(void, bindAttribLocation, IN, GLuint, index, IN, const char *, name); Method0(const osg::Program::AttribBindingList &, getAttribBindingList); Method0(bool, isFixedFunction); Method2(bool, getGlProgramInfoLog, IN, unsigned int, contextID, IN, std::string &, log); Method1(void, setName, IN, const std::string &, name); Method1(void, setName, IN, const char *, name); Method0(const std::string &, getName); Method1(osg::Program::PerContextProgram *, getPCP, IN, unsigned int, contextID); ReadOnlyProperty(const osg::Program::AttribBindingList &, AttribBindingList); Property(const std::string &, Name); ArrayProperty_GA(osg::Shader *, Shader, Shaders, unsigned int, bool); ReadOnlyProperty(osg::StateAttribute::Type, Type); END_REFLECTOR BEGIN_OBJECT_REFLECTOR(osg::Program::PerContextProgram) BaseType(osg::Referenced); Constructor2(IN, const osg::Program *, program, IN, unsigned int, contextID); Method0(GLuint, getHandle); Method0(void, requestLink); Method0(void, linkProgram); Method0(bool, needsLink); Method0(bool, isLinked); Method1(bool, getInfoLog, IN, std::string &, infoLog); Method0(void, useProgram); Method0(void, resetAppliedUnifroms); Method1(void, apply, IN, const osg::Uniform &, uniform); Method1(GLint, getUniformLocation, IN, const std::string &, name); Method1(GLint, getAttribLocation, IN, const std::string &, name); ReadOnlyProperty(GLuint, Handle); END_REFLECTOR STD_MAP_REFLECTOR(std::map< std::string COMMA GLuint >);