OpenSceneGraph/src/osgWrappers/osgShadow/ParallelSplitShadowMap.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/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