Files
OpenSceneGraph/src/osgWrappers/osg/Shader.cpp
2005-04-25 20:46:46 +00:00

52 lines
2.1 KiB
C++

// ***************************************************************************
//
// Generated automatically by genwrapper.
// Please DO NOT EDIT this file!
//
// ***************************************************************************
#include <osgIntrospection/ReflectionMacros>
#include <osgIntrospection/TypedMethodInfo>
#include <osgIntrospection/Attributes>
#include <osg/CopyOp>
#include <osg/Object>
#include <osg/Shader>
BEGIN_ENUM_REFLECTOR(osg::Shader::Type)
EnumLabel(osg::Shader::VERTEX);
EnumLabel(osg::Shader::FRAGMENT);
EnumLabel(osg::Shader::UNDEFINED);
END_REFLECTOR
BEGIN_OBJECT_REFLECTOR(osg::Shader)
BaseType(osg::Object);
ConstructorWithDefaults1(IN, osg::Shader::Type, type, osg::Shader::UNDEFINED);
Constructor2(IN, osg::Shader::Type, type, IN, const std::string &, source);
ConstructorWithDefaults2(IN, const osg::Shader &, rhs, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY);
Method0(osg::Object *, cloneType);
Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop);
Method1(bool, isSameKindAs, IN, const osg::Object *, obj);
Method0(const char *, libraryName);
Method0(const char *, className);
Method1(int, compare, IN, const osg::Shader &, rhs);
Method1(bool, setType, IN, osg::Shader::Type, t);
Method1(void, setShaderSource, IN, const std::string &, sourceText);
Method1(bool, loadShaderSourceFromFile, IN, const std::string &, fileName);
Method0(const std::string &, getShaderSource);
Method0(osg::Shader::Type, getType);
Method0(const char *, getTypename);
Method0(void, dirtyShader);
Method1(void, compileShader, IN, unsigned int, contextID);
Method2(void, attachShader, IN, unsigned int, contextID, IN, GLuint, program);
Method2(void, getGlShaderInfoLog, IN, unsigned int, contextID, IN, std::string &, log);
Method1(void, setName, IN, const std::string &, name);
Method1(void, setName, IN, const char *, name);
Method0(const std::string &, getName);
Property(const std::string &, Name);
Property(const std::string &, ShaderSource);
PropertyWithReturnType(osg::Shader::Type, Type, bool);
ReadOnlyProperty(const char *, Typename);
END_REFLECTOR