Files
OpenSceneGraph/src/osgWrappers/osgShadow/ShadowMap.cpp
Robert Osfield 957708b4be Updated wrappers
2009-02-11 20:02:45 +00:00

270 lines
9.7 KiB
C++

// ***************************************************************************
//
// Generated automatically by genwrapper.
// Please DO NOT EDIT this file!
//
// ***************************************************************************
#include <osgIntrospection/ReflectionMacros>
#include <osgIntrospection/TypedMethodInfo>
#include <osgIntrospection/StaticMethodInfo>
#include <osgIntrospection/Attributes>
#include <osg/Camera>
#include <osg/CopyOp>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/NodeVisitor>
#include <osg/Object>
#include <osg/Shader>
#include <osg/Vec2>
#include <osg/Vec2s>
#include <osgShadow/ShadowMap>
#include <osgUtil/CullVisitor>
// Must undefine IN and OUT macros defined in Windows headers
#ifdef IN
#undef IN
#endif
#ifdef OUT
#undef OUT
#endif
TYPE_NAME_ALIAS(std::vector< osg::ref_ptr< osg::Uniform > >, osgShadow::ShadowMap::UniformList)
TYPE_NAME_ALIAS(std::vector< osg::ref_ptr< osg::Shader > >, osgShadow::ShadowMap::ShaderList)
BEGIN_OBJECT_REFLECTOR(osgShadow::ShadowMap)
I_DeclaringFile("osgShadow/ShadowMap");
I_BaseType(osgShadow::ShadowTechnique);
I_Constructor0(____ShadowMap,
"",
"");
I_ConstructorWithDefaults2(IN, const osgShadow::ShadowMap &, es, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
____ShadowMap__C5_ShadowMap_R1__C5_osg_CopyOp_R1,
"",
"");
I_Method0(osg::Object *, cloneType,
Properties::VIRTUAL,
__osg_Object_P1__cloneType,
"Clone the type of an object, with Object* return type. ",
"Must be defined by derived classes. ");
I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, x,
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, setTextureUnit, IN, unsigned int, unit,
Properties::NON_VIRTUAL,
__void__setTextureUnit__unsigned_int,
"Set the texture unit that the shadow texture will be applied on. ",
"");
I_Method0(unsigned int, getTextureUnit,
Properties::NON_VIRTUAL,
__unsigned_int__getTextureUnit,
"Get the texture unit that the shadow texture will be applied on. ",
"");
I_Method1(void, setPolygonOffset, IN, const osg::Vec2 &, polyOffset,
Properties::NON_VIRTUAL,
__void__setPolygonOffset__C5_osg_Vec2_R1,
"set the polygon offset used initially ",
"");
I_Method0(const osg::Vec2 &, getPolygonOffset,
Properties::NON_VIRTUAL,
__C5_osg_Vec2_R1__getPolygonOffset,
"get the used polygon offset ",
"");
I_Method1(void, setAmbientBias, IN, const osg::Vec2 &, ambientBias,
Properties::NON_VIRTUAL,
__void__setAmbientBias__C5_osg_Vec2_R1,
"Set the values for the ambient bias the shader will use. ",
"");
I_Method0(const osg::Vec2 &, getAmbientBias,
Properties::NON_VIRTUAL,
__C5_osg_Vec2_R1__getAmbientBias,
"Get the values that are used for the ambient bias in the shader. ",
"");
I_Method1(void, setTextureSize, IN, const osg::Vec2s &, textureSize,
Properties::NON_VIRTUAL,
__void__setTextureSize__C5_osg_Vec2s_R1,
"set the size in pixels x / y for the shadow texture. ",
"");
I_Method0(const osg::Vec2s &, getTextureSize,
Properties::NON_VIRTUAL,
__C5_osg_Vec2s_R1__getTextureSize,
"Get the values that are used for the ambient bias in the shader. ",
"");
I_Method1(void, setLight, IN, osg::Light *, light,
Properties::NON_VIRTUAL,
__void__setLight__osg_Light_P1,
"Set the Light that will cast shadows. ",
"");
I_Method1(void, setLight, IN, osg::LightSource *, ls,
Properties::NON_VIRTUAL,
__void__setLight__osg_LightSource_P1,
"",
"");
I_Method1(void, addShader, IN, osg::Shader *, shader,
Properties::NON_VIRTUAL,
__void__addShader__osg_Shader_P1,
"Add a shader to internal list, will be used instead of the default ones. ",
"");
I_Method0(void, clearShaderList,
Properties::NON_VIRTUAL,
__void__clearShaderList,
"Reset internal shader list. ",
"");
I_Method0(void, init,
Properties::VIRTUAL,
__void__init,
"initialize the ShadowedScene and local cached data structures. ",
"");
I_Method1(void, update, IN, osg::NodeVisitor &, nv,
Properties::VIRTUAL,
__void__update__osg_NodeVisitor_R1,
"run the update traversal of the ShadowedScene and update any loca chached data structures. ",
"");
I_Method1(void, cull, IN, osgUtil::CullVisitor &, cv,
Properties::VIRTUAL,
__void__cull__osgUtil_CullVisitor_R1,
"run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique. ",
"");
I_Method0(void, cleanSceneGraph,
Properties::VIRTUAL,
__void__cleanSceneGraph,
"Clean scene graph from any shadow technique specific nodes, state and drawables. ",
"");
I_Method0(osg::ref_ptr< osg::Camera >, makeDebugHUD,
Properties::NON_VIRTUAL,
__osg_ref_ptrT1_osg_Camera___makeDebugHUD,
"",
"");
I_ProtectedMethod0(void, createUniforms,
Properties::VIRTUAL,
Properties::NON_CONST,
__void__createUniforms,
"Create the managed Uniforms. ",
"");
I_ProtectedMethod0(void, createShaders,
Properties::VIRTUAL,
Properties::NON_CONST,
__void__createShaders,
"",
"");
I_SimpleProperty(const osg::Vec2 &, AmbientBias,
__C5_osg_Vec2_R1__getAmbientBias,
__void__setAmbientBias__C5_osg_Vec2_R1);
I_SimpleProperty(osg::Light *, Light,
0,
__void__setLight__osg_Light_P1);
I_SimpleProperty(const osg::Vec2 &, PolygonOffset,
__C5_osg_Vec2_R1__getPolygonOffset,
__void__setPolygonOffset__C5_osg_Vec2_R1);
I_SimpleProperty(const osg::Vec2s &, TextureSize,
__C5_osg_Vec2s_R1__getTextureSize,
__void__setTextureSize__C5_osg_Vec2s_R1);
I_SimpleProperty(unsigned int, TextureUnit,
__unsigned_int__getTextureUnit,
__void__setTextureUnit__unsigned_int);
END_REFLECTOR
BEGIN_VALUE_REFLECTOR(osg::ref_ptr< osg::Camera >)
I_DeclaringFile("osg/ref_ptr");
I_Constructor0(____ref_ptr,
"",
"");
I_Constructor1(IN, osg::Camera *, ptr,
Properties::NON_EXPLICIT,
____ref_ptr__T_P1,
"",
"");
I_Constructor1(IN, const osg::ref_ptr< osg::Camera > &, rp,
Properties::NON_EXPLICIT,
____ref_ptr__C5_ref_ptr_R1,
"",
"");
I_Method0(osg::Camera *, get,
Properties::NON_VIRTUAL,
__T_P1__get,
"",
"");
I_Method0(bool, valid,
Properties::NON_VIRTUAL,
__bool__valid,
"",
"");
I_Method0(osg::Camera *, release,
Properties::NON_VIRTUAL,
__T_P1__release,
"",
"");
I_Method1(void, swap, IN, osg::ref_ptr< osg::Camera > &, rp,
Properties::NON_VIRTUAL,
__void__swap__ref_ptr_R1,
"",
"");
I_SimpleProperty(osg::Camera *, ,
__T_P1__get,
0);
END_REFLECTOR
BEGIN_VALUE_REFLECTOR(osg::ref_ptr< osg::Shader >)
I_DeclaringFile("osg/ref_ptr");
I_Constructor0(____ref_ptr,
"",
"");
I_Constructor1(IN, osg::Shader *, ptr,
Properties::NON_EXPLICIT,
____ref_ptr__T_P1,
"",
"");
I_Constructor1(IN, const osg::ref_ptr< osg::Shader > &, rp,
Properties::NON_EXPLICIT,
____ref_ptr__C5_ref_ptr_R1,
"",
"");
I_Method0(osg::Shader *, get,
Properties::NON_VIRTUAL,
__T_P1__get,
"",
"");
I_Method0(bool, valid,
Properties::NON_VIRTUAL,
__bool__valid,
"",
"");
I_Method0(osg::Shader *, release,
Properties::NON_VIRTUAL,
__T_P1__release,
"",
"");
I_Method1(void, swap, IN, osg::ref_ptr< osg::Shader > &, rp,
Properties::NON_VIRTUAL,
__void__swap__ref_ptr_R1,
"",
"");
I_SimpleProperty(osg::Shader *, ,
__T_P1__get,
0);
END_REFLECTOR
STD_VECTOR_REFLECTOR(std::vector< osg::ref_ptr< osg::Shader > >)
STD_VECTOR_REFLECTOR(std::vector< osg::ref_ptr< osg::Uniform > >)