📄 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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