Files
OpenSceneGraph/src/osgWrappers/osg/Shader.cpp
Robert Osfield c892fafa1c Updated wrappers
2006-10-24 09:45:50 +00:00

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