Added ShaderGen wrapper
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131
src/osgWrappers/osgUtil/ShaderGen.cpp
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131
src/osgWrappers/osgUtil/ShaderGen.cpp
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// ***************************************************************************
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//
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// Generated automatically by genwrapper.
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// Please DO NOT EDIT this file!
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//
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// ***************************************************************************
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#include <osgIntrospection/ReflectionMacros>
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#include <osgIntrospection/TypedMethodInfo>
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#include <osgIntrospection/StaticMethodInfo>
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#include <osgIntrospection/Attributes>
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#include <osg/Geode>
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#include <osg/Node>
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#include <osg/StateSet>
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#include <osgUtil/ShaderGen>
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// Must undefine IN and OUT macros defined in Windows headers
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#ifdef IN
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#undef IN
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#endif
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#ifdef OUT
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#undef OUT
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#endif
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BEGIN_ENUM_REFLECTOR(osgUtil::ShaderGenCache::StateMask)
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I_DeclaringFile("osgUtil/ShaderGen");
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I_EnumLabel(osgUtil::ShaderGenCache::BLEND);
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I_EnumLabel(osgUtil::ShaderGenCache::LIGHTING);
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I_EnumLabel(osgUtil::ShaderGenCache::FOG);
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I_EnumLabel(osgUtil::ShaderGenCache::DIFFUSE_MAP);
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I_EnumLabel(osgUtil::ShaderGenCache::NORMAL_MAP);
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END_REFLECTOR
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TYPE_NAME_ALIAS(std::map< unsigned int COMMA osg::ref_ptr< osg::StateSet > >, osgUtil::ShaderGenCache::StateSetMap)
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BEGIN_OBJECT_REFLECTOR(osgUtil::ShaderGenCache)
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I_DeclaringFile("osgUtil/ShaderGen");
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I_BaseType(osg::Referenced);
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I_Constructor0(____ShaderGenCache,
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"",
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"");
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I_Method2(void, setStateSet, IN, unsigned int, stateMask, IN, osg::StateSet *, program,
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Properties::NON_VIRTUAL,
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__void__setStateSet__unsigned_int__osg_StateSet_P1,
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"",
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"");
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I_Method1(osg::StateSet *, getStateSet, IN, unsigned int, stateMask,
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Properties::NON_VIRTUAL,
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__osg_StateSet_P1__getStateSet__unsigned_int,
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"",
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"");
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I_Method1(osg::StateSet *, getOrCreateStateSet, IN, unsigned int, stateMask,
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Properties::NON_VIRTUAL,
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__osg_StateSet_P1__getOrCreateStateSet__unsigned_int,
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"",
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"");
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I_ProtectedMethod1(osg::StateSet *, createStateSet, IN, unsigned int, stateMask,
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Properties::NON_VIRTUAL,
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Properties::CONST,
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__osg_StateSet_P1__createStateSet__unsigned_int,
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"",
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"");
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I_IndexedProperty(osg::StateSet *, StateSet,
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__osg_StateSet_P1__getStateSet__unsigned_int,
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__void__setStateSet__unsigned_int__osg_StateSet_P1,
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0);
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END_REFLECTOR
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BEGIN_OBJECT_REFLECTOR(osgUtil::ShaderGenVisitor)
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I_DeclaringFile("osgUtil/ShaderGen");
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I_BaseType(osg::NodeVisitor);
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I_Constructor0(____ShaderGenVisitor,
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"",
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"");
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I_Constructor1(IN, osgUtil::ShaderGenCache *, stateCache,
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Properties::NON_EXPLICIT,
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____ShaderGenVisitor__ShaderGenCache_P1,
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"",
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"");
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I_Method1(void, setStateCache, IN, osgUtil::ShaderGenCache *, stateCache,
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Properties::NON_VIRTUAL,
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__void__setStateCache__ShaderGenCache_P1,
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"",
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"");
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I_Method0(osgUtil::ShaderGenCache *, getStateCache,
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Properties::NON_VIRTUAL,
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__ShaderGenCache_P1__getStateCache,
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"",
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"");
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I_Method1(void, setRootStateSet, IN, osg::StateSet *, stateSet,
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Properties::NON_VIRTUAL,
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__void__setRootStateSet__osg_StateSet_P1,
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"Top level state set applied as the first one. ",
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"");
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I_Method0(osg::StateSet *, getRootStateSet,
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Properties::NON_VIRTUAL,
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__osg_StateSet_P1__getRootStateSet,
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"",
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"");
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I_Method1(void, apply, IN, osg::Node &, node,
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Properties::VIRTUAL,
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__void__apply__osg_Node_R1,
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"",
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"");
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I_Method1(void, apply, IN, osg::Geode &, geode,
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Properties::VIRTUAL,
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__void__apply__osg_Geode_R1,
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"",
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"");
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I_Method0(void, reset,
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Properties::VIRTUAL,
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__void__reset,
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"Method to call to reset visitor. ",
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"Useful if your visitor accumulates state during a traversal, and you plan to reuse the visitor. To flush that state for the next traversal: call reset() prior to each traversal. ");
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I_ProtectedMethod1(void, update, IN, osg::Drawable *, drawable,
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Properties::NON_VIRTUAL,
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Properties::NON_CONST,
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__void__update__osg_Drawable_P1,
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"",
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"");
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I_SimpleProperty(osg::StateSet *, RootStateSet,
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__osg_StateSet_P1__getRootStateSet,
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__void__setRootStateSet__osg_StateSet_P1);
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I_SimpleProperty(osgUtil::ShaderGenCache *, StateCache,
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__ShaderGenCache_P1__getStateCache,
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__void__setStateCache__ShaderGenCache_P1);
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END_REFLECTOR
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STD_MAP_REFLECTOR(std::map< unsigned int COMMA osg::ref_ptr< osg::StateSet > >)
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