state.cpp
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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/Array>#include <osg/BufferObject>#include <osg/DisplaySettings>#include <osg/FrameStamp>#include <osg/GraphicsContext>#include <osg/Matrix>#include <osg/Polytope>#include <osg/Program>#include <osg/State>#include <osg/StateAttribute>#include <osg/StateSet>#include <osg/Viewport>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifTYPE_NAME_ALIAS(std::vector< const osg::StateSet * >, osg::State::StateSetStack)BEGIN_ENUM_REFLECTOR(osg::State::CheckForGLErrors) I_DeclaringFile("osg/State"); I_EnumLabel(osg::State::NEVER_CHECK_GL_ERRORS); I_EnumLabel(osg::State::ONCE_PER_FRAME); I_EnumLabel(osg::State::ONCE_PER_ATTRIBUTE);END_REFLECTORBEGIN_OBJECT_REFLECTOR(osg::State) I_DeclaringFile("osg/State"); I_BaseType(osg::Referenced); I_Constructor0(____State, "", ""); I_Method1(void, setGraphicsContext, IN, osg::GraphicsContext *, context, Properties::NON_VIRTUAL, __void__setGraphicsContext__GraphicsContext_P1, "Set the graphics context associated with that owns this State object. ", ""); I_Method0(osg::GraphicsContext *, getGraphicsContext, Properties::NON_VIRTUAL, __GraphicsContext_P1__getGraphicsContext, "Get the graphics context associated with that owns this State object. ", ""); I_Method0(const osg::GraphicsContext *, getGraphicsContext, Properties::NON_VIRTUAL, __C5_GraphicsContext_P1__getGraphicsContext, "Get the const graphics context associated with that owns this State object. ", ""); I_Method1(void, setContextID, IN, unsigned int, contextID, Properties::NON_VIRTUAL, __void__setContextID__unsigned_int, "Set the current OpenGL context uniqueID. ", "Note, it is the application developers responsibility to set up unique ID for each OpenGL context. This value is then used by osg::StateAttribute's and osg::Drawable's to help manage OpenGL display list and texture binds appropriate for each context, the contextID simply acts as an index in local arrays that they maintain for the purpose. Typical settings for contextID are 0,1,2,3... up to the maximum number of graphics contexts you have set up. By default contextID is 0. "); I_Method0(unsigned int, getContextID, Properties::NON_VIRTUAL, __unsigned_int__getContextID, "Get the current OpenGL context unique ID. ", ""); I_Method1(void, pushStateSet, IN, const osg::StateSet *, dstate, Properties::NON_VIRTUAL, __void__pushStateSet__C5_StateSet_P1, "Push stateset onto state stack. ", ""); I_Method0(void, popStateSet, Properties::NON_VIRTUAL, __void__popStateSet, "Pop stateset off state stack. ", ""); I_Method0(void, popAllStateSets, Properties::NON_VIRTUAL, __void__popAllStateSets, "pop all statesets off state stack, ensuring it is empty ready for the next frame. ", "Note, to return OpenGL to default state, one should do any state.popAllStatSets(); state.apply(). "); I_Method2(void, insertStateSet, IN, unsigned int, pos, IN, const osg::StateSet *, dstate, Properties::NON_VIRTUAL, __void__insertStateSet__unsigned_int__C5_StateSet_P1, "Insert stateset onto state stack. ", ""); I_Method1(void, removeStateSet, IN, unsigned int, pos, Properties::NON_VIRTUAL, __void__removeStateSet__unsigned_int, "Pop stateset off state stack. ", ""); I_Method0(unsigned int, getStateSetStackSize, Properties::NON_VIRTUAL, __unsigned_int__getStateSetStackSize, "Get the number of StateSet's on the StateSet stack. ", ""); I_Method1(void, popStateSetStackToSize, IN, unsigned int, size, Properties::NON_VIRTUAL, __void__popStateSetStackToSize__unsigned_int, "Pop StateSet's for the StateSet stack till its size equals the specified size. ", ""); I_Method0(osg::State::StateSetStack &, getStateSetStack, Properties::NON_VIRTUAL, __StateSetStack_R1__getStateSetStack, "Get the StateSet stack. ", ""); I_Method1(void, captureCurrentState, IN, osg::StateSet &, stateset, Properties::NON_VIRTUAL, __void__captureCurrentState__StateSet_R1, "Copy the modes and attributes which capture the current state. ", ""); I_Method0(void, reset, Properties::NON_VIRTUAL, __void__reset, "reset the state object to an empty stack. ", ""); I_Method0(const osg::Viewport *, getCurrentViewport, Properties::NON_VIRTUAL, __C5_Viewport_P1__getCurrentViewport, "", ""); I_Method1(void, setInitialViewMatrix, IN, const osg::RefMatrix *, matrix, Properties::NON_VIRTUAL, __void__setInitialViewMatrix__C5_osg_RefMatrix_P1, "", ""); I_Method0(const osg::Matrix &, getInitialViewMatrix, Properties::NON_VIRTUAL, __C5_osg_Matrix_R1__getInitialViewMatrix, "", ""); I_Method0(const osg::Matrix &, getInitialInverseViewMatrix, Properties::NON_VIRTUAL, __C5_osg_Matrix_R1__getInitialInverseViewMatrix, "", ""); I_Method1(void, applyProjectionMatrix, IN, const osg::RefMatrix *, matrix, Properties::NON_VIRTUAL, __void__applyProjectionMatrix__C5_osg_RefMatrix_P1, "", ""); I_Method0(const osg::Matrix &, getProjectionMatrix, Properties::NON_VIRTUAL, __C5_osg_Matrix_R1__getProjectionMatrix, "", ""); I_Method1(void, applyModelViewMatrix, IN, const osg::RefMatrix *, matrix, Properties::NON_VIRTUAL, __void__applyModelViewMatrix__C5_osg_RefMatrix_P1, "", ""); I_Method0(const osg::Matrix &, getModelViewMatrix, Properties::NON_VIRTUAL, __C5_osg_Matrix_R1__getModelViewMatrix, "", ""); I_Method0(osg::Polytope, getViewFrustum, Properties::NON_VIRTUAL, __Polytope__getViewFrustum, "", ""); I_Method1(void, apply, IN, const osg::StateSet *, dstate, Properties::NON_VIRTUAL, __void__apply__C5_StateSet_P1, "Apply stateset. ", ""); I_Method0(void, apply, Properties::NON_VIRTUAL, __void__apply, "Updates the OpenGL state so that it matches the StateSet at the top of the stack of StateSets maintained internally by a State. ", ""); I_Method2(void, setModeValidity, IN, osg::StateAttribute::GLMode, mode, IN, bool, valid, Properties::NON_VIRTUAL, __void__setModeValidity__StateAttribute_GLMode__bool, "Set whether a particular OpenGL mode is valid in the current graphics context. ", "Use to disable OpenGL modes that are not supported by current graphics drivers/context. "); I_Method1(bool, getModeValidity, IN, osg::StateAttribute::GLMode, mode, Properties::NON_VIRTUAL, __bool__getModeValidity__StateAttribute_GLMode, "Get whether a particular OpenGL mode is valid in the current graphics context. ", "Use to disable OpenGL modes that are not supported by current graphics drivers/context. "); I_Method2(void, setGlobalDefaultModeValue, IN, osg::StateAttribute::GLMode, mode, IN, bool, enabled, Properties::NON_VIRTUAL, __void__setGlobalDefaultModeValue__StateAttribute_GLMode__bool, "", ""); I_Method1(bool, getGlobalDefaultModeValue, IN, osg::StateAttribute::GLMode, mode, Properties::NON_VIRTUAL, __bool__getGlobalDefaultModeValue__StateAttribute_GLMode, "", ""); I_Method2(bool, applyMode, IN, osg::StateAttribute::GLMode, mode, IN, bool, enabled, Properties::NON_VIRTUAL, __bool__applyMode__StateAttribute_GLMode__bool, "Apply an OpenGL mode if required. ", "This is a wrapper around glEnable() and glDisable(), that just actually calls these functions if the enabled flag is different than the current state. true if the state was actually changed. false otherwise. Notice that a false return does not indicate an error, it just means that the mode was already set to the same value as the enabled parameter. "); I_Method3(void, setGlobalDefaultTextureModeValue, IN, unsigned int, unit, IN, osg::StateAttribute::GLMode, mode, IN, bool, enabled, Properties::NON_VIRTUAL, __void__setGlobalDefaultTextureModeValue__unsigned_int__StateAttribute_GLMode__bool, "", ""); I_Method2(bool, getGlobalDefaultTextureModeValue, IN, unsigned int, unit, IN, osg::StateAttribute::GLMode, mode, Properties::NON_VIRTUAL, __bool__getGlobalDefaultTextureModeValue__unsigned_int__StateAttribute_GLMode, "", ""); I_Method3(bool, applyTextureMode, IN, unsigned int, unit, IN, osg::StateAttribute::GLMode, mode, IN, bool, enabled, Properties::NON_VIRTUAL, __bool__applyTextureMode__unsigned_int__StateAttribute_GLMode__bool, "", ""); I_Method1(void, setGlobalDefaultAttribute, IN, const osg::StateAttribute *, attribute, Properties::NON_VIRTUAL, __void__setGlobalDefaultAttribute__C5_StateAttribute_P1, "", ""); I_MethodWithDefaults2(const osg::StateAttribute *, getGlobalDefaultAttribute, IN, osg::StateAttribute::Type, type, , IN, unsigned int, member, 0, Properties::NON_VIRTUAL, __C5_StateAttribute_P1__getGlobalDefaultAttribute__StateAttribute_Type__unsigned_int, "", ""); I_Method1(bool, applyAttribute, IN, const osg::StateAttribute *, attribute, Properties::NON_VIRTUAL, __bool__applyAttribute__C5_StateAttribute_P1, "Apply an attribute if required. ", ""); I_Method2(void, setGlobalDefaultTextureAttribute, IN, unsigned int, unit, IN, const osg::StateAttribute *, attribute, Properties::NON_VIRTUAL, __void__setGlobalDefaultTextureAttribute__unsigned_int__C5_StateAttribute_P1, "", ""); I_MethodWithDefaults3(const osg::StateAttribute *, getGlobalDefaultTextureAttribute, IN, unsigned int, unit, , IN, osg::StateAttribute::Type, type, , IN, unsigned int, member, 0, Properties::NON_VIRTUAL, __C5_StateAttribute_P1__getGlobalDefaultTextureAttribute__unsigned_int__StateAttribute_Type__unsigned_int, "", ""); I_Method2(bool, applyTextureAttribute, IN, unsigned int, unit, IN, const osg::StateAttribute *, attribute, Properties::NON_VIRTUAL, __bool__applyTextureAttribute__unsigned_int__C5_StateAttribute_P1, "", ""); I_Method2(void, haveAppliedMode, IN, osg::StateAttribute::GLMode, mode, IN, osg::StateAttribute::GLModeValue, value, Properties::NON_VIRTUAL, __void__haveAppliedMode__StateAttribute_GLMode__StateAttribute_GLModeValue, "Mode has been set externally, update state to reflect this setting. ", ""); I_Method1(void, haveAppliedMode, IN, osg::StateAttribute::GLMode, mode, Properties::NON_VIRTUAL, __void__haveAppliedMode__StateAttribute_GLMode, "Mode has been set externally, therefore dirty the associated mode in osg::State so it is applied on next call to osg::State::apply(. ", ".) "); I_Method1(void, haveAppliedAttribute, IN, const osg::StateAttribute *, attribute, Properties::NON_VIRTUAL, __void__haveAppliedAttribute__C5_StateAttribute_P1, "Attribute has been applied externally, update state to reflect this setting. ", ""); I_MethodWithDefaults2(void, haveAppliedAttribute, IN, osg::StateAttribute::Type, type, , IN, unsigned int, member, 0, Properties::NON_VIRTUAL, __void__haveAppliedAttribute__StateAttribute_Type__unsigned_int, "Attribute has been applied externally, and therefore this attribute type has been dirtied and will need to be re-applied on next osg::State.apply(. ", ".). note, if you have an osg::StateAttribute which you have applied externally then use the have_applied(attribute) method as this will cause the osg::State to track the current state more accurately and enable lazy state updating such that only changed state will be applied. "); I_Method1(bool, getLastAppliedMode, IN, osg::StateAttribute::GLMode, mode, Properties::NON_VIRTUAL, __bool__getLastAppliedMode__StateAttribute_GLMode, "Get whether the current specified mode is enabled (true) or disabled (false). ", ""); I_MethodWithDefaults2(const osg::StateAttribute *, getLastAppliedAttribute, IN, osg::StateAttribute::Type, type, , IN, unsigned int, member, 0, Properties::NON_VIRTUAL, __C5_StateAttribute_P1__getLastAppliedAttribute__StateAttribute_Type__unsigned_int, "Get the current specified attribute, return NULL if one has not yet been applied. ", ""); I_Method3(void, haveAppliedTextureMode, IN, unsigned int, unit, IN, osg::StateAttribute::GLMode, mode, IN, osg::StateAttribute::GLModeValue, value, Properties::NON_VIRTUAL, __void__haveAppliedTextureMode__unsigned_int__StateAttribute_GLMode__StateAttribute_GLModeValue, "texture Mode has been set externally, update state to reflect this setting. ", ""); I_Method2(void, haveAppliedTextureMode, IN, unsigned int, unit, IN, osg::StateAttribute::GLMode, mode, Properties::NON_VIRTUAL, __void__haveAppliedTextureMode__unsigned_int__StateAttribute_GLMode, "texture Mode has been set externally, therefore dirty the associated mode in osg::State so it is applied on next call to osg::State::apply(. ", ".) "); I_Method2(void, haveAppliedTextureAttribute, IN, unsigned int, unit, IN, const osg::StateAttribute *, attribute, Properties::NON_VIRTUAL, __void__haveAppliedTextureAttribute__unsigned_int__C5_StateAttribute_P1,
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