// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #include #include #include #include #include #include BEGIN_ENUM_REFLECTOR(osg::Shader::Type) EnumLabel(osg::Shader::VERTEX); EnumLabel(osg::Shader::FRAGMENT); EnumLabel(osg::Shader::UNDEFINED); END_REFLECTOR BEGIN_OBJECT_REFLECTOR(osg::Shader) BaseType(osg::Object); ConstructorWithDefaults1(IN, osg::Shader::Type, type, osg::Shader::UNDEFINED); Constructor2(IN, osg::Shader::Type, type, IN, const std::string &, source); ConstructorWithDefaults2(IN, const osg::Shader &, 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); Method1(int, compare, IN, const osg::Shader &, rhs); Method1(bool, setType, IN, osg::Shader::Type, t); Method1(void, setShaderSource, IN, const std::string &, sourceText); Method1(bool, loadShaderSourceFromFile, IN, const std::string &, fileName); Method0(const std::string &, getShaderSource); Method0(osg::Shader::Type, getType); Method0(const char *, getTypename); Method0(void, dirtyShader); Method1(void, compileShader, IN, unsigned int, contextID); Method2(void, attachShader, IN, unsigned int, contextID, IN, GLuint, program); Method2(void, getGlShaderInfoLog, 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); Property(const std::string &, Name); Property(const std::string &, ShaderSource); PropertyWithReturnType(osg::Shader::Type, Type, bool); ReadOnlyProperty(const char *, Typename); END_REFLECTOR