141 lines
6.4 KiB
C++
141 lines
6.4 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/StaticMethodInfo>
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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/Shader>
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#include <osg/State>
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// Must undefine IN and OUT macros defined in Windows headers
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#ifdef IN
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#undef IN
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#endif
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#ifdef OUT
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#undef OUT
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#endif
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BEGIN_ENUM_REFLECTOR(osg::Shader::Type)
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I_EnumLabel(osg::Shader::VERTEX);
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I_EnumLabel(osg::Shader::FRAGMENT);
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I_EnumLabel(osg::Shader::UNDEFINED);
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END_REFLECTOR
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BEGIN_OBJECT_REFLECTOR(osg::Shader)
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I_BaseType(osg::Object);
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I_ConstructorWithDefaults1(IN, osg::Shader::Type, type, osg::Shader::UNDEFINED,
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____Shader__Type,
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"",
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"");
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I_Constructor2(IN, osg::Shader::Type, type, IN, const std::string &, source,
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____Shader__Type__C5_std_string_R1,
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"",
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"");
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I_ConstructorWithDefaults2(IN, const osg::Shader &, rhs, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
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____Shader__C5_Shader_R1__C5_osg_CopyOp_R1,
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"Copy constructor using CopyOp to manage deep vs shallow copy. ",
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"");
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I_Method0(osg::Object *, cloneType,
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__osg_Object_P1__cloneType,
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"Clone the type of an object, with Object* return type. ",
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"Must be defined by derived classes. ");
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I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop,
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__osg_Object_P1__clone__C5_osg_CopyOp_R1,
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"Clone an object, with Object* return type. ",
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"Must be defined by derived classes. ");
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I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj,
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__bool__isSameKindAs__C5_osg_Object_P1,
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"",
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"");
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I_Method0(const char *, libraryName,
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__C5_char_P1__libraryName,
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"return the name of the object's library. ",
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"Must be defined by derived classes. The OpenSceneGraph convention is that the namespace of a library is the same as the library name. ");
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I_Method0(const char *, className,
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__C5_char_P1__className,
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"return the name of the object's class type. ",
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"Must be defined by derived classes. ");
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I_Method1(int, compare, IN, const osg::Shader &, rhs,
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__int__compare__C5_Shader_R1,
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"",
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"");
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I_Method1(bool, setType, IN, osg::Shader::Type, t,
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__bool__setType__Type,
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"",
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"");
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I_Method1(void, setShaderSource, IN, const std::string &, sourceText,
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__void__setShaderSource__C5_std_string_R1,
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"Load the Shader's source code text from a string. ",
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"");
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I_Method1(bool, loadShaderSourceFromFile, IN, const std::string &, fileName,
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__bool__loadShaderSourceFromFile__C5_std_string_R1,
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"Load the Shader's source code text from a file. ",
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"");
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I_Method0(const std::string &, getShaderSource,
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__C5_std_string_R1__getShaderSource,
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"Query the shader's source code text. ",
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"");
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I_Method0(osg::Shader::Type, getType,
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__Type__getType,
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"Get the Shader type as an enum. ",
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"");
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I_Method0(const char *, getTypename,
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__C5_char_P1__getTypename,
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"Get the Shader type as a descriptive string. ",
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"");
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I_MethodWithDefaults1(void, releaseGLObjects, IN, osg::State *, state, 0,
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__void__releaseGLObjects__osg_State_P1,
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"release OpenGL objects in specified graphics context if State object is passed, otherwise release OpenGL objects for all graphics context if State object pointer NULL. ",
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"");
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I_Method0(void, dirtyShader,
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__void__dirtyShader,
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"Mark our PCSs as needing recompilation. ",
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"Also mark Programs that depend on us as needing relink ");
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I_Method1(void, compileShader, IN, unsigned int, contextID,
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__void__compileShader__unsigned_int,
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"If needed, compile the PCS's glShader. ",
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"");
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I_Method2(void, attachShader, IN, unsigned int, contextID, IN, GLuint, program,
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__void__attachShader__unsigned_int__GLuint,
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"For a given GL context, attach a glShader to a glProgram. ",
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"");
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I_Method2(bool, getGlShaderInfoLog, IN, unsigned int, contextID, IN, std::string &, log,
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__bool__getGlShaderInfoLog__unsigned_int__std_string_R1,
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"Query InfoLog from a glShader. ",
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"");
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I_StaticMethod2(osg::Shader *, readShaderFile, IN, osg::Shader::Type, type, IN, const std::string &, fileName,
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__Shader_P1__readShaderFile__Type__C5_std_string_R1_S,
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"Read shader source from file and then constructor shader of specified type. ",
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"Return the resulting Shader or 0 if no valid shader source code be read. ");
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I_StaticMethod2(void, deleteGlShader, IN, unsigned int, contextID, IN, GLuint, shader,
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__void__deleteGlShader__unsigned_int__GLuint_S,
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"Mark internal glShader for deletion. ",
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"Deletion requests are queued tuntil they can be executed in the proper GL context. ");
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I_StaticMethod3(void, flushDeletedGlShaders, IN, unsigned int, contextID, IN, double, currentTime, IN, double &, availableTime,
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__void__flushDeletedGlShaders__unsigned_int__double__double_R1_S,
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"flush all the cached glShaders which need to be deleted in the OpenGL context related to contextID. ",
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"");
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I_StaticMethod1(osg::Shader::Type, getTypeId, IN, const std::string &, tname,
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__Shader_Type__getTypeId__C5_std_string_R1_S,
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"",
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"");
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I_SimpleProperty(const std::string &, ShaderSource,
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__C5_std_string_R1__getShaderSource,
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__void__setShaderSource__C5_std_string_R1);
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I_SimpleProperty(osg::Shader::Type, Type,
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__Type__getType,
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__bool__setType__Type);
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I_SimpleProperty(const char *, Typename,
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__C5_char_P1__getTypename,
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0);
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END_REFLECTOR
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