// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #include #include #include #include #include #include #include #include // Must undefine IN and OUT macros defined in Windows headers #ifdef IN #undef IN #endif #ifdef OUT #undef OUT #endif BEGIN_ENUM_REFLECTOR(osg::Shader::Type) I_EnumLabel(osg::Shader::VERTEX); I_EnumLabel(osg::Shader::FRAGMENT); I_EnumLabel(osg::Shader::UNDEFINED); END_REFLECTOR BEGIN_OBJECT_REFLECTOR(osg::Shader) I_BaseType(osg::Object); I_ConstructorWithDefaults1(IN, osg::Shader::Type, type, osg::Shader::UNDEFINED); I_Constructor2(IN, osg::Shader::Type, type, IN, const std::string &, source); I_ConstructorWithDefaults2(IN, const osg::Shader &, rhs, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY); I_Method0(osg::Object *, cloneType); I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop); I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj); I_Method0(const char *, libraryName); I_Method0(const char *, className); I_Method1(int, compare, IN, const osg::Shader &, rhs); I_Method1(bool, setType, IN, osg::Shader::Type, t); I_Method1(void, setShaderSource, IN, const std::string &, sourceText); I_Method1(bool, loadShaderSourceFromFile, IN, const std::string &, fileName); I_Method0(const std::string &, getShaderSource); I_Method0(osg::Shader::Type, getType); I_Method0(const char *, getTypename); I_MethodWithDefaults1(void, releaseGLObjects, IN, osg::State *, state, 0); I_Method0(void, dirtyShader); I_Method1(void, compileShader, IN, unsigned int, contextID); I_Method2(void, attachShader, IN, unsigned int, contextID, IN, GLuint, program); I_Method2(bool, getGlShaderInfoLog, IN, unsigned int, contextID, IN, std::string &, log); I_StaticMethod2(osg::Shader *, readShaderFile, IN, osg::Shader::Type, type, IN, const std::string &, fileName); I_StaticMethod2(void, deleteGlShader, IN, unsigned int, contextID, IN, GLuint, shader); I_StaticMethod3(void, flushDeletedGlShaders, IN, unsigned int, contextID, IN, double, currentTime, IN, double &, availableTime); I_StaticMethod1(osg::Shader::Type, getTypeId, IN, const std::string &, tname); I_Property(const std::string &, ShaderSource); I_PropertyWithReturnType(osg::Shader::Type, Type, bool); I_ReadOnlyProperty(const char *, Typename); END_REFLECTOR