132 lines
5.5 KiB
C++
132 lines
5.5 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 <osgShadow/SoftShadowMap>
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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_OBJECT_REFLECTOR(osgShadow::SoftShadowMap)
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I_DeclaringFile("osgShadow/SoftShadowMap");
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I_BaseType(osgShadow::ShadowMap);
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I_Constructor0(____SoftShadowMap,
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"",
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"");
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I_ConstructorWithDefaults2(IN, const osgShadow::SoftShadowMap &, es, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
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____SoftShadowMap__C5_SoftShadowMap_R1__C5_osg_CopyOp_R1,
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"",
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"");
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I_Method0(osg::Object *, cloneType,
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Properties::VIRTUAL,
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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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Properties::VIRTUAL,
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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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Properties::VIRTUAL,
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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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Properties::VIRTUAL,
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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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Properties::VIRTUAL,
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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(void, setSoftnessWidth, IN, const float, softnessWidth,
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Properties::NON_VIRTUAL,
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__void__setSoftnessWidth__C5_float,
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"Set the values for width of the soft penumbra the shader will use. ",
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"Zero is for hard shadow (no penumbra). 0.01 is already very soft penumbra. Default is 0.005. ");
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I_Method0(float, getSoftnessWidth,
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Properties::NON_VIRTUAL,
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__float__getSoftnessWidth,
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"Get the value used for width of the soft penumbra in the shader. ",
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"");
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I_Method1(void, setJitteringScale, IN, const float, jitteringScale,
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Properties::NON_VIRTUAL,
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__void__setJitteringScale__C5_float,
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"Set the values for jittering scale the shader will use. ",
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"Zero is no jittering (i.e. see the banding in penumbra) High values (>64) cause 'pixelization' of the penumbra. Usually but not necessarily power of two number. Default is 32. ");
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I_Method0(float, getJitteringScale,
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Properties::NON_VIRTUAL,
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__float__getJitteringScale,
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"Get the value used for jittering scale in the shader. ",
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"");
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I_Method1(void, setJitterTextureUnit, IN, unsigned int, jitterTextureUnit,
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Properties::NON_VIRTUAL,
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__void__setJitterTextureUnit__unsigned_int,
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"Set the texture unit that the jitter texture will be applied on. ",
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"");
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I_Method0(unsigned int, getJitterTextureUnit,
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Properties::NON_VIRTUAL,
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__unsigned_int__getJitterTextureUnit,
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"Get the texture unit that the jitter texture will be applied on. ",
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"");
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I_Method1(void, setBias, IN, float, bias,
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Properties::NON_VIRTUAL,
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__void__setBias__float,
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"Add a small bias to the z-value, this can reduce shadow acne problem. ",
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"This is the same as calling setPolygonOffset(osg::Vec2(bias,0)); Suitable values are 0-0.005 Default is 0. ");
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I_Method0(float, getBias,
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Properties::NON_VIRTUAL,
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__float__getBias,
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"Return the bias value. ",
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"");
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I_ProtectedMethod0(void, createUniforms,
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Properties::VIRTUAL,
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Properties::NON_CONST,
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__void__createUniforms,
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"Create the managed Uniforms. ",
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"");
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I_ProtectedMethod0(void, createShaders,
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Properties::VIRTUAL,
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Properties::NON_CONST,
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__void__createShaders,
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"",
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"");
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I_ProtectedMethod1(void, initJittering, IN, osg::StateSet *, ss,
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Properties::NON_VIRTUAL,
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Properties::NON_CONST,
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__void__initJittering__osg_StateSet_P1,
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"",
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"");
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I_SimpleProperty(float, Bias,
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__float__getBias,
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__void__setBias__float);
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I_SimpleProperty(unsigned int, JitterTextureUnit,
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__unsigned_int__getJitterTextureUnit,
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__void__setJitterTextureUnit__unsigned_int);
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I_SimpleProperty(float, JitteringScale,
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__float__getJitteringScale,
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0);
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I_SimpleProperty(float, SoftnessWidth,
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__float__getSoftnessWidth,
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0);
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END_REFLECTOR
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