📄 shadowmap.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/Camera>#include <osg/CopyOp>#include <osg/Light>#include <osg/LightSource>#include <osg/NodeVisitor>#include <osg/Object>#include <osg/Shader>#include <osg/Vec2>#include <osg/Vec2s>#include <osgShadow/ShadowMap>#include <osgUtil/CullVisitor>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifTYPE_NAME_ALIAS(std::vector< osg::ref_ptr< osg::Uniform > >, osgShadow::ShadowMap::UniformList)TYPE_NAME_ALIAS(std::vector< osg::ref_ptr< osg::Shader > >, osgShadow::ShadowMap::ShaderList)BEGIN_OBJECT_REFLECTOR(osgShadow::ShadowMap) I_DeclaringFile("osgShadow/ShadowMap"); I_BaseType(osgShadow::ShadowTechnique); I_Constructor0(____ShadowMap, "", ""); I_ConstructorWithDefaults2(IN, const osgShadow::ShadowMap &, es, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY, ____ShadowMap__C5_ShadowMap_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_Method1(void, setTextureUnit, IN, unsigned int, unit, Properties::NON_VIRTUAL, __void__setTextureUnit__unsigned_int, "Set the texture unit that the shadow texture will be applied on. ", ""); I_Method0(unsigned int, getTextureUnit, Properties::NON_VIRTUAL, __unsigned_int__getTextureUnit, "Get the texture unit that the shadow texture will be applied on. ", ""); I_Method1(void, setPolygonOffset, IN, const osg::Vec2 &, polyOffset, Properties::NON_VIRTUAL, __void__setPolygonOffset__C5_osg_Vec2_R1, "set the polygon offset used initially ", ""); I_Method0(const osg::Vec2 &, getPolygonOffset, Properties::NON_VIRTUAL, __C5_osg_Vec2_R1__getPolygonOffset, "get the used polygon offset ", ""); 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_Method0(const osg::Vec2 &, getAmbientBias, Properties::NON_VIRTUAL, __C5_osg_Vec2_R1__getAmbientBias, "Get the values that are used for the ambient bias in the shader. ", ""); I_Method1(void, setTextureSize, IN, const osg::Vec2s &, textureSize, Properties::NON_VIRTUAL, __void__setTextureSize__C5_osg_Vec2s_R1, "set the size in pixels x / y for the shadow texture. ", ""); I_Method0(const osg::Vec2s &, getTextureSize, Properties::NON_VIRTUAL, __C5_osg_Vec2s_R1__getTextureSize, "Get the values that are used for the ambient bias in the shader. ", ""); I_Method1(void, setLight, IN, osg::Light *, light, Properties::NON_VIRTUAL, __void__setLight__osg_Light_P1, "Set the Light that will cast shadows. ", ""); I_Method1(void, setLight, IN, osg::LightSource *, ls, Properties::NON_VIRTUAL, __void__setLight__osg_LightSource_P1, "", ""); I_Method1(void, addShader, IN, osg::Shader *, shader, Properties::NON_VIRTUAL, __void__addShader__osg_Shader_P1, "Add a shader to internal list, will be used instead of the default ones. ", ""); I_Method0(void, clearShaderList, Properties::NON_VIRTUAL, __void__clearShaderList, "Reset internal shader list. ", ""); 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(osg::ref_ptr< osg::Camera >, makeDebugHUD, Properties::NON_VIRTUAL, __osg_ref_ptrT1_osg_Camera___makeDebugHUD, "", ""); I_ProtectedMethod0(void, createUniforms, Properties::VIRTUAL, Properties::NON_CONST, __void__createUniforms, "Create the managed Uniforms. ", ""); I_ProtectedMethod0(void, createShaders, Properties::VIRTUAL, Properties::NON_CONST, __void__createShaders, "", ""); I_SimpleProperty(const osg::Vec2 &, AmbientBias, __C5_osg_Vec2_R1__getAmbientBias, __void__setAmbientBias__C5_osg_Vec2_R1); I_SimpleProperty(osg::Light *, Light, 0, __void__setLight__osg_Light_P1); I_SimpleProperty(const osg::Vec2 &, PolygonOffset, __C5_osg_Vec2_R1__getPolygonOffset, __void__setPolygonOffset__C5_osg_Vec2_R1); I_SimpleProperty(const osg::Vec2s &, TextureSize, __C5_osg_Vec2s_R1__getTextureSize, __void__setTextureSize__C5_osg_Vec2s_R1); I_SimpleProperty(unsigned int, TextureUnit, __unsigned_int__getTextureUnit, __void__setTextureUnit__unsigned_int);END_REFLECTORBEGIN_VALUE_REFLECTOR(osg::ref_ptr< osg::Camera >) I_DeclaringFile("osg/ref_ptr"); I_Constructor0(____ref_ptr, "", ""); I_Constructor1(IN, osg::Camera *, ptr, Properties::NON_EXPLICIT, ____ref_ptr__T_P1, "", ""); I_Constructor1(IN, const osg::ref_ptr< osg::Camera > &, rp, Properties::NON_EXPLICIT, ____ref_ptr__C5_ref_ptr_R1, "", ""); I_Method0(osg::Camera *, get, Properties::NON_VIRTUAL, __T_P1__get, "", ""); I_Method0(bool, valid, Properties::NON_VIRTUAL, __bool__valid, "", ""); I_Method0(osg::Camera *, release, Properties::NON_VIRTUAL, __T_P1__release, "", ""); I_Method1(void, swap, IN, osg::ref_ptr< osg::Camera > &, rp, Properties::NON_VIRTUAL, __void__swap__ref_ptr_R1, "", ""); I_SimpleProperty(osg::Camera *, , __T_P1__get, 0);END_REFLECTORBEGIN_VALUE_REFLECTOR(osg::ref_ptr< osg::Shader >) I_DeclaringFile("osg/ref_ptr"); I_Constructor0(____ref_ptr, "", ""); I_Constructor1(IN, osg::Shader *, ptr, Properties::NON_EXPLICIT, ____ref_ptr__T_P1, "", ""); I_Constructor1(IN, const osg::ref_ptr< osg::Shader > &, rp, Properties::NON_EXPLICIT, ____ref_ptr__C5_ref_ptr_R1, "", ""); I_Method0(osg::Shader *, get, Properties::NON_VIRTUAL, __T_P1__get, "", ""); I_Method0(bool, valid, Properties::NON_VIRTUAL, __bool__valid, "", ""); I_Method0(osg::Shader *, release, Properties::NON_VIRTUAL, __T_P1__release, "", ""); I_Method1(void, swap, IN, osg::ref_ptr< osg::Shader > &, rp, Properties::NON_VIRTUAL, __void__swap__ref_ptr_R1, "", ""); I_SimpleProperty(osg::Shader *, , __T_P1__get, 0);END_REFLECTORSTD_VECTOR_REFLECTOR(std::vector< osg::ref_ptr< osg::Shader > >)STD_VECTOR_REFLECTOR(std::vector< osg::ref_ptr< osg::Uniform > >)
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