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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>
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# include <osg/Light>
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# include <osg/NodeVisitor>
# include <osg/Object>
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# include <osg/Vec2>
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# 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
# endif
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BEGIN_ENUM_REFLECTOR ( osgShadow : : ParallelSplitShadowMap : : SplitCalcMode )
I_DeclaringFile ( " osgShadow/ParallelSplitShadowMap " ) ;
I_EnumLabel ( osgShadow : : ParallelSplitShadowMap : : SPLIT_LINEAR ) ;
I_EnumLabel ( osgShadow : : ParallelSplitShadowMap : : SPLIT_EXP ) ;
END_REFLECTOR
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BEGIN_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. " ,
" " ) ;
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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. " ,
" " ) ;
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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 " ,
" " ) ;
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I_SimpleProperty ( const osg : : Vec2 & , AmbientBias ,
0 ,
__void__setAmbientBias__C5_osg_Vec2_R1 ) ;
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I_SimpleProperty ( osgShadow : : ParallelSplitShadowMap : : FragmentShaderGenerator * , FragmentShaderGenerator ,
0 ,
__void__setFragmentShaderGenerator__FragmentShaderGenerator_P1 ) ;
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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 ) ;
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I_SimpleProperty ( osgShadow : : ParallelSplitShadowMap : : SplitCalcMode , SplitCalculationMode ,
0 ,
__void__setSplitCalculationMode__SplitCalcMode ) ;
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I_SimpleProperty ( unsigned int , TextureResolution ,
0 ,
__void__setTextureResolution__unsigned_int ) ;
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I_SimpleProperty ( osg : : Light * , UserLight ,
0 ,
__void__setUserLight__osg_Light_P1 ) ;
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END_REFLECTOR
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BEGIN_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