// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #include #include #include #include #include #include #include #include #include #include // Must undefine IN and OUT macros defined in Windows headers #ifdef IN #undef IN #endif #ifdef OUT #undef OUT #endif TYPE_NAME_ALIAS(osgShadow::StandardShadowMap, osgShadow::StandardShadowMap::ThisClass) TYPE_NAME_ALIAS(osgShadow::DebugShadowMap, osgShadow::StandardShadowMap::BaseClass) BEGIN_OBJECT_REFLECTOR(osgShadow::StandardShadowMap) I_DeclaringFile("osgShadow/StandardShadowMap"); I_BaseType(osgShadow::DebugShadowMap); I_Constructor0(____StandardShadowMap, "Classic OSG constructor. ", ""); I_ConstructorWithDefaults2(IN, const osgShadow::StandardShadowMap &, ssm, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY, ____StandardShadowMap__C5_StandardShadowMap_R1__C5_osg_CopyOp_R1, "Classic OSG cloning constructor. ", ""); I_Method0(osg::Object *, cloneType, Properties::VIRTUAL, __osg_Object_P1__cloneType, "Declaration of standard OSG object methods. ", ""); I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop, Properties::VIRTUAL, __osg_Object_P1__clone__C5_osg_CopyOp_R1, "Clone an object, with Object* return type. ", "Must be defined by derived classes. "); I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj, Properties::VIRTUAL, __bool__isSameKindAs__C5_osg_Object_P1, "", ""); I_Method0(const char *, libraryName, Properties::VIRTUAL, __C5_char_P1__libraryName, "return the name of the object's library. ", "Must be defined by derived classes. The OpenSceneGraph convention is that the namespace of a library is the same as the library name. "); I_Method0(const char *, className, Properties::VIRTUAL, __C5_char_P1__className, "return the name of the object's class type. ", "Must be defined by derived classes. "); I_Method1(void, setBaseTextureUnit, IN, unsigned int, unit, Properties::NON_VIRTUAL, __void__setBaseTextureUnit__unsigned_int, "", ""); I_Method0(unsigned int, getBaseTextureUnit, Properties::NON_VIRTUAL, __unsigned_int__getBaseTextureUnit, "", ""); I_Method1(void, setShadowTextureUnit, IN, unsigned int, unit, Properties::NON_VIRTUAL, __void__setShadowTextureUnit__unsigned_int, "", ""); I_Method0(unsigned int, getShadowTextureUnit, Properties::NON_VIRTUAL, __unsigned_int__getShadowTextureUnit, "", ""); I_Method1(void, setBaseTextureCoordIndex, IN, unsigned int, index, Properties::NON_VIRTUAL, __void__setBaseTextureCoordIndex__unsigned_int, "", ""); I_Method0(unsigned int, getBaseTextureCoordIndex, Properties::NON_VIRTUAL, __unsigned_int__getBaseTextureCoordIndex, "", ""); I_Method1(void, setShadowTextureCoordIndex, IN, unsigned int, index, Properties::NON_VIRTUAL, __void__setShadowTextureCoordIndex__unsigned_int, "", ""); I_Method0(unsigned int, getShadowTextureCoordIndex, Properties::NON_VIRTUAL, __unsigned_int__getShadowTextureCoordIndex, "", ""); I_Method1(void, setTextureSize, IN, const osg::Vec2s &, textureSize, Properties::NON_VIRTUAL, __void__setTextureSize__C5_osg_Vec2s_R1, "", ""); I_Method0(osg::Vec2s, getTextureSize, Properties::NON_VIRTUAL, __osg_Vec2s__getTextureSize, "", ""); I_Method1(void, setLight, IN, osg::Light *, light, Properties::NON_VIRTUAL, __void__setLight__osg_Light_P1, "", ""); I_Method0(osg::Light *, getLight, Properties::NON_VIRTUAL, __osg_Light_P1__getLight, "", ""); I_Method0(osg::Shader *, getShadowVertexShader, Properties::NON_VIRTUAL, __osg_Shader_P1__getShadowVertexShader, "", ""); I_Method0(osg::Shader *, getShadowFragmentShader, Properties::NON_VIRTUAL, __osg_Shader_P1__getShadowFragmentShader, "", ""); I_Method0(osg::Shader *, getMainVertexShader, Properties::NON_VIRTUAL, __osg_Shader_P1__getMainVertexShader, "", ""); I_Method0(osg::Shader *, getMainFragmentShader, Properties::NON_VIRTUAL, __osg_Shader_P1__getMainFragmentShader, "", ""); I_Method1(void, setShadowVertexShader, IN, osg::Shader *, shader, Properties::NON_VIRTUAL, __void__setShadowVertexShader__osg_Shader_P1, "", ""); I_Method1(void, setShadowFragmentShader, IN, osg::Shader *, shader, Properties::NON_VIRTUAL, __void__setShadowFragmentShader__osg_Shader_P1, "", ""); I_Method1(void, setMainVertexShader, IN, osg::Shader *, shader, Properties::NON_VIRTUAL, __void__setMainVertexShader__osg_Shader_P1, "", ""); I_Method1(void, setMainFragmentShader, IN, osg::Shader *, shader, Properties::NON_VIRTUAL, __void__setMainFragmentShader__osg_Shader_P1, "", ""); I_ProtectedMethod2(void, updateTextureCoordIndices, IN, unsigned int, baseTexCoordIndex, IN, unsigned int, shadowTexCoordIndex, Properties::VIRTUAL, Properties::NON_CONST, __void__updateTextureCoordIndices__unsigned_int__unsigned_int, "", ""); I_ProtectedMethod3(void, searchAndReplaceShaderSource, IN, osg::Shader *, x, IN, std::string, fromString, IN, std::string, toString, Properties::VIRTUAL, Properties::NON_CONST, __void__searchAndReplaceShaderSource__osg_Shader_P1__std_string__std_string, "", ""); I_SimpleProperty(unsigned int, BaseTextureCoordIndex, __unsigned_int__getBaseTextureCoordIndex, __void__setBaseTextureCoordIndex__unsigned_int); I_SimpleProperty(unsigned int, BaseTextureUnit, __unsigned_int__getBaseTextureUnit, __void__setBaseTextureUnit__unsigned_int); I_SimpleProperty(osg::Light *, Light, __osg_Light_P1__getLight, __void__setLight__osg_Light_P1); I_SimpleProperty(osg::Shader *, MainFragmentShader, __osg_Shader_P1__getMainFragmentShader, __void__setMainFragmentShader__osg_Shader_P1); I_SimpleProperty(osg::Shader *, MainVertexShader, __osg_Shader_P1__getMainVertexShader, __void__setMainVertexShader__osg_Shader_P1); I_SimpleProperty(osg::Shader *, ShadowFragmentShader, __osg_Shader_P1__getShadowFragmentShader, __void__setShadowFragmentShader__osg_Shader_P1); I_SimpleProperty(unsigned int, ShadowTextureCoordIndex, __unsigned_int__getShadowTextureCoordIndex, __void__setShadowTextureCoordIndex__unsigned_int); I_SimpleProperty(unsigned int, ShadowTextureUnit, __unsigned_int__getShadowTextureUnit, __void__setShadowTextureUnit__unsigned_int); I_SimpleProperty(osg::Shader *, ShadowVertexShader, __osg_Shader_P1__getShadowVertexShader, __void__setShadowVertexShader__osg_Shader_P1); I_SimpleProperty(osg::Vec2s, TextureSize, __osg_Vec2s__getTextureSize, __void__setTextureSize__C5_osg_Vec2s_R1); END_REFLECTOR