📄 gl2extensions.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/GL2Extensions>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_OBJECT_REFLECTOR(osg::GL2Extensions) I_DeclaringFile("osg/GL2Extensions"); I_BaseType(osg::Referenced); I_Constructor1(IN, unsigned int, contextID, Properties::NON_EXPLICIT, ____GL2Extensions__unsigned_int, "", ""); I_Constructor1(IN, const osg::GL2Extensions &, rhs, Properties::NON_EXPLICIT, ____GL2Extensions__C5_GL2Extensions_R1, "", ""); I_Method1(void, lowestCommonDenominator, IN, const osg::GL2Extensions &, rhs, Properties::NON_VIRTUAL, __void__lowestCommonDenominator__C5_GL2Extensions_R1, "", ""); I_Method1(void, setupGL2Extensions, IN, unsigned int, contextID, Properties::NON_VIRTUAL, __void__setupGL2Extensions__unsigned_int, "", ""); I_Method0(bool, isGlslSupported, Properties::NON_VIRTUAL, __bool__isGlslSupported, "Does the GL driver support OpenGL Shading Language? ", ""); I_Method0(float, getGlVersion, Properties::NON_VIRTUAL, __float__getGlVersion, "", ""); I_Method0(float, getLanguageVersion, Properties::NON_VIRTUAL, __float__getLanguageVersion, "", ""); I_Method1(void, setShaderObjectsSupported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setShaderObjectsSupported__bool, "", ""); I_Method0(bool, isShaderObjectsSupported, Properties::NON_VIRTUAL, __bool__isShaderObjectsSupported, "", ""); I_Method1(void, setVertexShaderSupported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setVertexShaderSupported__bool, "", ""); I_Method0(bool, isVertexShaderSupported, Properties::NON_VIRTUAL, __bool__isVertexShaderSupported, "", ""); I_Method1(void, setFragmentShaderSupported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setFragmentShaderSupported__bool, "", ""); I_Method0(bool, isFragmentShaderSupported, Properties::NON_VIRTUAL, __bool__isFragmentShaderSupported, "", ""); I_Method1(void, setLanguage100Supported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setLanguage100Supported__bool, "", ""); I_Method0(bool, isLanguage100Supported, Properties::NON_VIRTUAL, __bool__isLanguage100Supported, "", ""); I_Method1(void, setGeometryShader4Supported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setGeometryShader4Supported__bool, "", ""); I_Method0(bool, isGeometryShader4Supported, Properties::NON_VIRTUAL, __bool__isGeometryShader4Supported, "", ""); I_Method1(void, setGpuShader4Supported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setGpuShader4Supported__bool, "", ""); I_Method0(bool, isGpuShader4Supported, Properties::NON_VIRTUAL, __bool__isGpuShader4Supported, "", ""); I_Method2(void, glBlendEquationSeparate, IN, GLenum, modeRGB, IN, GLenum, modeAlpha, Properties::NON_VIRTUAL, __void__glBlendEquationSeparate__GLenum__GLenum, "", ""); I_Method2(void, glDrawBuffers, IN, GLsizei, n, IN, const GLenum *, bufs, Properties::NON_VIRTUAL, __void__glDrawBuffers__GLsizei__C5_GLenum_P1, "", ""); I_Method4(void, glStencilOpSeparate, IN, GLenum, face, IN, GLenum, sfail, IN, GLenum, dpfail, IN, GLenum, dppass, Properties::NON_VIRTUAL, __void__glStencilOpSeparate__GLenum__GLenum__GLenum__GLenum, "", ""); I_Method4(void, glStencilFuncSeparate, IN, GLenum, frontfunc, IN, GLenum, backfunc, IN, GLint, ref, IN, GLuint, mask, Properties::NON_VIRTUAL, __void__glStencilFuncSeparate__GLenum__GLenum__GLint__GLuint, "", ""); I_Method2(void, glStencilMaskSeparate, IN, GLenum, face, IN, GLuint, mask, Properties::NON_VIRTUAL, __void__glStencilMaskSeparate__GLenum__GLuint, "", ""); I_Method2(void, glAttachShader, IN, GLuint, program, IN, GLuint, shader, Properties::NON_VIRTUAL, __void__glAttachShader__GLuint__GLuint, "", ""); I_Method3(void, glBindAttribLocation, IN, GLuint, program, IN, GLuint, index, IN, const GLchar *, name, Properties::NON_VIRTUAL, __void__glBindAttribLocation__GLuint__GLuint__C5_GLchar_P1, "", ""); I_Method1(void, glCompileShader, IN, GLuint, shader, Properties::NON_VIRTUAL, __void__glCompileShader__GLuint, "", ""); I_Method0(GLuint, glCreateProgram, Properties::NON_VIRTUAL, __GLuint__glCreateProgram, "", ""); I_Method1(GLuint, glCreateShader, IN, GLenum, type, Properties::NON_VIRTUAL, __GLuint__glCreateShader__GLenum, "", ""); I_Method1(void, glDeleteProgram, IN, GLuint, program, Properties::NON_VIRTUAL, __void__glDeleteProgram__GLuint, "", ""); I_Method1(void, glDeleteShader, IN, GLuint, shader, Properties::NON_VIRTUAL, __void__glDeleteShader__GLuint, "", ""); I_Method2(void, glDetachShader, IN, GLuint, program, IN, GLuint, shader, Properties::NON_VIRTUAL, __void__glDetachShader__GLuint__GLuint, "", ""); I_Method1(void, glDisableVertexAttribArray, IN, GLuint, index, Properties::NON_VIRTUAL, __void__glDisableVertexAttribArray__GLuint, "", ""); I_Method1(void, glEnableVertexAttribArray, IN, GLuint, index, Properties::NON_VIRTUAL, __void__glEnableVertexAttribArray__GLuint, "", ""); I_Method7(void, glGetActiveAttrib, IN, GLuint, program, IN, GLuint, index, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLint *, size, IN, GLenum *, type, IN, GLchar *, name, Properties::NON_VIRTUAL, __void__glGetActiveAttrib__GLuint__GLuint__GLsizei__GLsizei_P1__GLint_P1__GLenum_P1__GLchar_P1, "", ""); I_Method7(void, glGetActiveUniform, IN, GLuint, program, IN, GLuint, index, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLint *, size, IN, GLenum *, type, IN, GLchar *, name, Properties::NON_VIRTUAL, __void__glGetActiveUniform__GLuint__GLuint__GLsizei__GLsizei_P1__GLint_P1__GLenum_P1__GLchar_P1, "", ""); I_Method4(void, glGetAttachedShaders, IN, GLuint, program, IN, GLsizei, maxCount, IN, GLsizei *, count, IN, GLuint *, obj, Properties::NON_VIRTUAL, __void__glGetAttachedShaders__GLuint__GLsizei__GLsizei_P1__GLuint_P1, "", ""); I_Method2(GLint, glGetAttribLocation, IN, GLuint, program, IN, const GLchar *, name, Properties::NON_VIRTUAL, __GLint__glGetAttribLocation__GLuint__C5_GLchar_P1, "", ""); I_Method3(void, glGetProgramiv, IN, GLuint, program, IN, GLenum, pname, IN, GLint *, params, Properties::NON_VIRTUAL, __void__glGetProgramiv__GLuint__GLenum__GLint_P1, "", ""); I_Method4(void, glGetProgramInfoLog, IN, GLuint, program, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, infoLog, Properties::NON_VIRTUAL, __void__glGetProgramInfoLog__GLuint__GLsizei__GLsizei_P1__GLchar_P1, "", ""); I_Method3(void, glGetShaderiv, IN, GLuint, shader, IN, GLenum, pname, IN, GLint *, params, Properties::NON_VIRTUAL, __void__glGetShaderiv__GLuint__GLenum__GLint_P1, "", ""); I_Method4(void, glGetShaderInfoLog, IN, GLuint, shader, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, infoLog, Properties::NON_VIRTUAL, __void__glGetShaderInfoLog__GLuint__GLsizei__GLsizei_P1__GLchar_P1, "", ""); I_Method4(void, glGetShaderSource, IN, GLuint, shader, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, source, Properties::NON_VIRTUAL, __void__glGetShaderSource__GLuint__GLsizei__GLsizei_P1__GLchar_P1, "", ""); I_Method2(GLint, glGetUniformLocation, IN, GLuint, program, IN, const GLchar *, name, Properties::NON_VIRTUAL, __GLint__glGetUniformLocation__GLuint__C5_GLchar_P1, "", ""); I_Method3(void, glGetUniformfv, IN, GLuint, program, IN, GLint, location, IN, GLfloat *, params, Properties::NON_VIRTUAL, __void__glGetUniformfv__GLuint__GLint__GLfloat_P1, "", ""); I_Method3(void, glGetUniformiv, IN, GLuint, program, IN, GLint, location, IN, GLint *, params,
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