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