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📄 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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