Updated wrappers
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@ -12,8 +12,10 @@
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#include <osg/CopyOp>
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#include <osg/CopyOp>
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#include <osg/Geode>
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#include <osg/Geode>
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#include <osg/Light>
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#include <osg/NodeVisitor>
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#include <osg/NodeVisitor>
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#include <osg/Object>
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#include <osg/Object>
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#include <osg/Vec2>
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#include <osg/Vec2f>
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#include <osg/Vec2f>
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#include <osgShadow/ParallelSplitShadowMap>
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#include <osgShadow/ParallelSplitShadowMap>
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#include <osgUtil/CullVisitor>
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#include <osgUtil/CullVisitor>
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@ -112,11 +114,6 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
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__void__setMoveVCamBehindRCamFactor__double,
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__void__setMoveVCamBehindRCamFactor__double,
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"Set the factor for moving the virtual camera behind the real camera. ",
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"Set the factor for moving the virtual camera behind the real camera. ",
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"");
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"");
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I_Method0(void, forceFrontCullFace,
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Properties::NON_VIRTUAL,
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__void__forceFrontCullFace,
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"Force to add a cull face front. ",
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"");
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I_Method1(void, setMinNearDistanceForSplits, IN, double, nd,
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I_Method1(void, setMinNearDistanceForSplits, IN, double, nd,
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Properties::NON_VIRTUAL,
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Properties::NON_VIRTUAL,
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__void__setMinNearDistanceForSplits__double,
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__void__setMinNearDistanceForSplits__double,
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@ -127,12 +124,25 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
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__void__useLinearSplit__bool,
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__void__useLinearSplit__bool,
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"use linear split (default: linear) ",
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"use linear split (default: linear) ",
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"");
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"");
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I_Method1(void, setUserLight, IN, osg::Light *, light,
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Properties::NON_VIRTUAL,
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__void__setUserLight__osg_Light_P1,
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"set a user defined light for shadow simulation (sun light, . ",
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".. ) 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. ");
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I_Method1(void, setAmbientBias, IN, const osg::Vec2 &, ambientBias,
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Properties::NON_VIRTUAL,
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__void__setAmbientBias__C5_osg_Vec2_R1,
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"Set the values for the ambient bias the shader will use. ",
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"");
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I_ProtectedMethod2(std::string, generateGLSL_FragmentShader_BaseTex, IN, bool, debug, IN, unsigned int, splitCount,
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I_ProtectedMethod2(std::string, generateGLSL_FragmentShader_BaseTex, IN, bool, debug, IN, unsigned int, splitCount,
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Properties::NON_VIRTUAL,
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Properties::NON_VIRTUAL,
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Properties::NON_CONST,
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Properties::NON_CONST,
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__std_string__generateGLSL_FragmentShader_BaseTex__bool__unsigned_int,
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__std_string__generateGLSL_FragmentShader_BaseTex__bool__unsigned_int,
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"",
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"",
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"");
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"");
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I_SimpleProperty(const osg::Vec2 &, AmbientBias,
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0,
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__void__setAmbientBias__C5_osg_Vec2_R1);
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I_SimpleProperty(double, MaxFarDistance,
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I_SimpleProperty(double, MaxFarDistance,
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0,
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0,
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__void__setMaxFarDistance__double);
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__void__setMaxFarDistance__double);
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@ -148,5 +158,8 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
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I_SimpleProperty(unsigned int, TextureResolution,
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I_SimpleProperty(unsigned int, TextureResolution,
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0,
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0,
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__void__setTextureResolution__unsigned_int);
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__void__setTextureResolution__unsigned_int);
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I_SimpleProperty(osg::Light *, UserLight,
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0,
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__void__setUserLight__osg_Light_P1);
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END_REFLECTOR
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END_REFLECTOR
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