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📄 bumpmapping.cpp

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// ***************************************************************************////   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/Geometry>#include <osg/Node>#include <osg/NodeVisitor>#include <osg/Object>#include <osg/Texture2D>#include <osgFX/BumpMapping>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_OBJECT_REFLECTOR(osgFX::BumpMapping)	I_DeclaringFile("osgFX/BumpMapping");	I_BaseType(osgFX::Effect);	I_Constructor0(____BumpMapping,	               "",	               "");	I_ConstructorWithDefaults2(IN, const osgFX::BumpMapping &, copy, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,	                           ____BumpMapping__C5_BumpMapping_R1__C5_osg_CopyOp_R1,	                           "",	                           "");	I_Method0(osg::Object *, cloneType,	          Properties::VIRTUAL,	          __osg_Object_P1__cloneType,	          "clone an object of the same type as the node. ",	          "");	I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop,	          Properties::VIRTUAL,	          __osg_Object_P1__clone__C5_osg_CopyOp_R1,	          "return a clone of a node, with Object* return type. ",	          "");	I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj,	          Properties::VIRTUAL,	          __bool__isSameKindAs__C5_osg_Object_P1,	          "return true if this and obj are of the same kind of object. ",	          "");	I_Method0(const char *, className,	          Properties::VIRTUAL,	          __C5_char_P1__className,	          "return the name of the node's class type. ",	          "");	I_Method0(const char *, libraryName,	          Properties::VIRTUAL,	          __C5_char_P1__libraryName,	          "return the name of the node's library. ",	          "");	I_Method1(void, accept, IN, osg::NodeVisitor &, nv,	          Properties::VIRTUAL,	          __void__accept__osg_NodeVisitor_R1,	          "Visitor Pattern : calls the apply method of a NodeVisitor with this node's type. ",	          "");	I_Method0(const char *, effectName,	          Properties::VIRTUAL,	          __C5_char_P1__effectName,	          "get the name of this Effect ",	          "");	I_Method0(const char *, effectDescription,	          Properties::VIRTUAL,	          __C5_char_P1__effectDescription,	          "get a brief description of this Effect ",	          "");	I_Method0(const char *, effectAuthor,	          Properties::VIRTUAL,	          __C5_char_P1__effectAuthor,	          "get the effect author's name ",	          "");	I_Method0(int, getLightNumber,	          Properties::NON_VIRTUAL,	          __int__getLightNumber,	          "get the OpenGL light number ",	          "");	I_Method1(void, setLightNumber, IN, int, n,	          Properties::NON_VIRTUAL,	          __void__setLightNumber__int,	          "set the OpenGL light number that will be used in lighting computations ",	          "");	I_Method0(int, getDiffuseTextureUnit,	          Properties::NON_VIRTUAL,	          __int__getDiffuseTextureUnit,	          "get the texture unit that contains diffuse color texture. ",	          "Default is 1 ");	I_Method1(void, setDiffuseTextureUnit, IN, int, n,	          Properties::NON_VIRTUAL,	          __void__setDiffuseTextureUnit__int,	          "set the texture unit that contains diffuse color texture. ",	          "Default is 1 ");	I_Method0(int, getNormalMapTextureUnit,	          Properties::NON_VIRTUAL,	          __int__getNormalMapTextureUnit,	          "get the texture unit that contains normal map texture. ",	          "Default is 0 ");	I_Method1(void, setNormalMapTextureUnit, IN, int, n,	          Properties::NON_VIRTUAL,	          __void__setNormalMapTextureUnit__int,	          "set the texture unit that contains normal map texture. ",	          "Default is 0 ");	I_Method0(osg::Texture2D *, getOverrideDiffuseTexture,	          Properties::NON_VIRTUAL,	          __osg_Texture2D_P1__getOverrideDiffuseTexture,	          "get the diffuse color texture that overrides children's texture ",	          "");	I_Method0(const osg::Texture2D *, getOverrideDiffuseTexture,	          Properties::NON_VIRTUAL,	          __C5_osg_Texture2D_P1__getOverrideDiffuseTexture,	          "get the const diffuse color texture that overrides children's texture ",	          "");	I_Method1(void, setOverrideDiffuseTexture, IN, osg::Texture2D *, texture,	          Properties::NON_VIRTUAL,	          __void__setOverrideDiffuseTexture__osg_Texture2D_P1,	          "set the diffuse color texture that overrides children's texture ",	          "");	I_Method0(osg::Texture2D *, getOverrideNormalMapTexture,	          Properties::NON_VIRTUAL,	          __osg_Texture2D_P1__getOverrideNormalMapTexture,	          "get the normal map texture that overrides children's texture ",	          "");	I_Method0(const osg::Texture2D *, getOverrideNormalMapTexture,	          Properties::NON_VIRTUAL,	          __C5_osg_Texture2D_P1__getOverrideNormalMapTexture,	          "get the const normal map texture that overrides children's texture ",	          "");	I_Method1(void, setOverrideNormalMapTexture, IN, osg::Texture2D *, texture,	          Properties::NON_VIRTUAL,	          __void__setOverrideNormalMapTexture__osg_Texture2D_P1,	          "set the normal map texture that overrides children's texture ",	          "");	I_Method1(void, prepareGeometry, IN, osg::Geometry *, geo,	          Properties::NON_VIRTUAL,	          __void__prepareGeometry__osg_Geometry_P1,	          "prepare a Geometry for bump lighting. ",	          "Tangent-space basis vectors are generated and attached to the geometry as vertex attribute arrays. ");	I_Method1(void, prepareNode, IN, osg::Node *, node,	          Properties::NON_VIRTUAL,	          __void__prepareNode__osg_Node_P1,	          "prepare a Node for bump lighting, calling prepareGeometry() for each Geometry ",	          "");	I_Method0(void, prepareChildren,	          Properties::NON_VIRTUAL,	          __void__prepareChildren,	          "prepare children for bump lighting. ",	          "Actually calls prepareNode() for each child ");	I_Method0(void, setUpDemo,	          Properties::VIRTUAL,	          __void__setUpDemo,	          "set up a demo environment with predefined diffuse and normal maps, as well as texture coordinates ",	          "");	I_ProtectedMethod0(bool, define_techniques,	                   Properties::VIRTUAL,	                   Properties::NON_CONST,	                   __bool__define_techniques,	                   "abstract method to be implemented in derived classes; its purpose if to create the techniques that can be used for obtaining the desired effect. ",	                   "You will usually call addTechnique() inside this method. ");	I_SimpleProperty(int, DiffuseTextureUnit, 	                 __int__getDiffuseTextureUnit, 	                 __void__setDiffuseTextureUnit__int);	I_SimpleProperty(int, LightNumber, 	                 __int__getLightNumber, 	                 __void__setLightNumber__int);	I_SimpleProperty(int, NormalMapTextureUnit, 	                 __int__getNormalMapTextureUnit, 	                 __void__setNormalMapTextureUnit__int);	I_SimpleProperty(osg::Texture2D *, OverrideDiffuseTexture, 	                 __osg_Texture2D_P1__getOverrideDiffuseTexture, 	                 __void__setOverrideDiffuseTexture__osg_Texture2D_P1);	I_SimpleProperty(osg::Texture2D *, OverrideNormalMapTexture, 	                 __osg_Texture2D_P1__getOverrideNormalMapTexture, 	                 __void__setOverrideNormalMapTexture__osg_Texture2D_P1);END_REFLECTOR

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