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📄 parallelsplitshadowmap.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/Geode>#include <osg/Light>#include <osg/NodeVisitor>#include <osg/Object>#include <osg/Vec2>#include <osg/Vec2f>#include <osgShadow/ParallelSplitShadowMap>#include <osgUtil/CullVisitor>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_ENUM_REFLECTOR(osgShadow::ParallelSplitShadowMap::SplitCalcMode)	I_DeclaringFile("osgShadow/ParallelSplitShadowMap");	I_EnumLabel(osgShadow::ParallelSplitShadowMap::SPLIT_LINEAR);	I_EnumLabel(osgShadow::ParallelSplitShadowMap::SPLIT_EXP);END_REFLECTORBEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)	I_DeclaringFile("osgShadow/ParallelSplitShadowMap");	I_BaseType(osgShadow::ShadowTechnique);	I_ConstructorWithDefaults2(IN, osg::Geode **, debugGroup, NULL, IN, int, icountplanes, 3,	                           ____ParallelSplitShadowMap__osg_Geode_P1P1__int,	                           "",	                           "");	I_ConstructorWithDefaults2(IN, const osgShadow::ParallelSplitShadowMap &, es, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,	                           ____ParallelSplitShadowMap__C5_ParallelSplitShadowMap_R1__C5_osg_CopyOp_R1,	                           "",	                           "");	I_Method0(osg::Object *, cloneType,	          Properties::VIRTUAL,	          __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,	          Properties::VIRTUAL,	          __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,	          Properties::VIRTUAL,	          __bool__isSameKindAs__C5_osg_Object_P1,	          "",	          "");	I_Method0(const char *, libraryName,	          Properties::VIRTUAL,	          __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,	          Properties::VIRTUAL,	          __C5_char_P1__className,	          "return the name of the object's class type. ",	          "Must be defined by derived classes. ");	I_Method0(void, init,	          Properties::VIRTUAL,	          __void__init,	          "Initialize the ShadowedScene and local cached data structures. ",	          "");	I_Method1(void, update, IN, osg::NodeVisitor &, nv,	          Properties::VIRTUAL,	          __void__update__osg_NodeVisitor_R1,	          "Run the update traversal of the ShadowedScene and update any loca chached data structures. ",	          "");	I_Method1(void, cull, IN, osgUtil::CullVisitor &, cv,	          Properties::VIRTUAL,	          __void__cull__osgUtil_CullVisitor_R1,	          "Run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique. ",	          "");	I_Method0(void, cleanSceneGraph,	          Properties::VIRTUAL,	          __void__cleanSceneGraph,	          "Clean scene graph from any shadow technique specific nodes, state and drawables. ",	          "");	I_Method0(void, setDebugColorOn,	          Properties::NON_VIRTUAL,	          __void__setDebugColorOn,	          "Switch on the debug coloring in GLSL (only the first 3 texture/splits showed for visualisation. ",	          "");	I_Method1(void, setPolygonOffset, IN, const osg::Vec2f &, p,	          Properties::NON_VIRTUAL,	          __void__setPolygonOffset__C5_osg_Vec2f_R1,	          "Set the polygon offset osg::Vec2f(factor,unit). ",	          "");	I_Method0(const osg::Vec2f &, getPolygonOffset,	          Properties::NON_VIRTUAL,	          __C5_osg_Vec2f_R1__getPolygonOffset,	          "Get the polygon offset osg::Vec2f(factor,unit). ",	          "");	I_Method1(void, setTextureResolution, IN, unsigned int, resolution,	          Properties::NON_VIRTUAL,	          __void__setTextureResolution__unsigned_int,	          "Set the texture resolution. ",	          "");	I_Method1(void, setMaxFarDistance, IN, double, farDist,	          Properties::NON_VIRTUAL,	          __void__setMaxFarDistance__double,	          "Set the max far distance. ",	          "");	I_Method1(void, setMoveVCamBehindRCamFactor, IN, double, distFactor,	          Properties::NON_VIRTUAL,	          __void__setMoveVCamBehindRCamFactor__double,	          "Set the factor for moving the virtual camera behind the real camera. ",	          "");	I_Method1(void, setMinNearDistanceForSplits, IN, double, nd,	          Properties::NON_VIRTUAL,	          __void__setMinNearDistanceForSplits__double,	          "Set min near distance for splits. ",	          "");	I_Method1(void, setUserLight, IN, osg::Light *, light,	          Properties::NON_VIRTUAL,	          __void__setUserLight__osg_Light_P1,	          "set a user defined light for shadow simulation (sun light, . ",	          ".. ) when this light get passed to pssm, the scene's light are no longer collected and simulated. just this user passed light, it needs to be a directional light. ");	I_Method1(void, setAmbientBias, IN, const osg::Vec2 &, ambientBias,	          Properties::NON_VIRTUAL,	          __void__setAmbientBias__C5_osg_Vec2_R1,	          "Set the values for the ambient bias the shader will use. ",	          "");	I_Method1(void, setFragmentShaderGenerator, IN, osgShadow::ParallelSplitShadowMap::FragmentShaderGenerator *, fsw,	          Properties::NON_VIRTUAL,	          __void__setFragmentShaderGenerator__FragmentShaderGenerator_P1,	          "set fragment shader generator ",	          "");	I_MethodWithDefaults1(void, enableShadowGLSLFiltering, IN, bool, filtering, true,	                      Properties::NON_VIRTUAL,	                      __void__enableShadowGLSLFiltering__bool,	                      "enable / disable shadow filtering ",	                      "");	I_MethodWithDefaults1(void, setSplitCalculationMode, IN, osgShadow::ParallelSplitShadowMap::SplitCalcMode, scm, osgShadow::ParallelSplitShadowMap::SPLIT_EXP,	                      Properties::NON_VIRTUAL,	                      __void__setSplitCalculationMode__SplitCalcMode,	                      "set split calculation mode ",	                      "");	I_SimpleProperty(const osg::Vec2 &, AmbientBias, 	                 0, 	                 __void__setAmbientBias__C5_osg_Vec2_R1);	I_SimpleProperty(osgShadow::ParallelSplitShadowMap::FragmentShaderGenerator *, FragmentShaderGenerator, 	                 0, 	                 __void__setFragmentShaderGenerator__FragmentShaderGenerator_P1);	I_SimpleProperty(double, MaxFarDistance, 	                 0, 	                 __void__setMaxFarDistance__double);	I_SimpleProperty(double, MinNearDistanceForSplits, 	                 0, 	                 __void__setMinNearDistanceForSplits__double);	I_SimpleProperty(double, MoveVCamBehindRCamFactor, 	                 0, 	                 __void__setMoveVCamBehindRCamFactor__double);	I_SimpleProperty(const osg::Vec2f &, PolygonOffset, 	                 __C5_osg_Vec2f_R1__getPolygonOffset, 	                 __void__setPolygonOffset__C5_osg_Vec2f_R1);	I_SimpleProperty(osgShadow::ParallelSplitShadowMap::SplitCalcMode, SplitCalculationMode, 	                 0, 	                 __void__setSplitCalculationMode__SplitCalcMode);	I_SimpleProperty(unsigned int, TextureResolution, 	                 0, 	                 __void__setTextureResolution__unsigned_int);	I_SimpleProperty(osg::Light *, UserLight, 	                 0, 	                 __void__setUserLight__osg_Light_P1);END_REFLECTORBEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap::FragmentShaderGenerator)	I_DeclaringFile("osgShadow/ParallelSplitShadowMap");	I_BaseType(osg::Referenced);	I_Constructor0(____FragmentShaderGenerator,	               "",	               "");	I_Method6(std::string, generateGLSL_FragmentShader_BaseTex, IN, bool, debug, IN, unsigned int, splitCount, IN, double, textureRes, IN, bool, filtered, IN, unsigned int, nbrSplits, IN, unsigned int, textureOffset,	          Properties::VIRTUAL,	          __std_string__generateGLSL_FragmentShader_BaseTex__bool__unsigned_int__double__bool__unsigned_int__unsigned_int,	          "generate the GLSL fragement shader ",	          "");END_REFLECTOR

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