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// pybind 11 related includes
#include <pybind11/pybind11.h>
#include <pybind11/stl.h>
namespace py = pybind11;
// Standard Handle
#include <Standard_Handle.hxx>
// user-defined inclusion per module before includes
// includes to resolve forward declarations
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_Aspects.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_PointSprite.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_TextureSet.hxx>
#include <OpenGl_PointSprite.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Structure.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_ClippingIterator.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_GlFunctions.hxx>
#include <OpenGl_ArbTBO.hxx>
#include <OpenGl_ArbIns.hxx>
#include <OpenGl_ArbDbg.hxx>
#include <OpenGl_ArbFBO.hxx>
#include <OpenGl_ArbFBO.hxx>
#include <OpenGl_ArbSamplerObject.hxx>
#include <OpenGl_ArbTexBindless.hxx>
#include <OpenGl_ExtGS.hxx>
#include <OpenGl_GlCore11Fwd.hxx>
#include <OpenGl_GlCore11.hxx>
#include <OpenGl_GlCore12.hxx>
#include <OpenGl_GlCore13.hxx>
#include <OpenGl_GlCore14.hxx>
#include <OpenGl_GlCore15.hxx>
#include <OpenGl_GlCore20.hxx>
#include <OpenGl_GlCore21.hxx>
#include <OpenGl_GlCore30.hxx>
#include <OpenGl_GlCore31.hxx>
#include <OpenGl_GlCore32.hxx>
#include <OpenGl_GlCore33.hxx>
#include <OpenGl_GlCore40.hxx>
#include <OpenGl_GlCore41.hxx>
#include <OpenGl_GlCore42.hxx>
#include <OpenGl_GlCore43.hxx>
#include <OpenGl_GlCore44.hxx>
#include <OpenGl_GlCore45.hxx>
#include <OpenGl_GlCore46.hxx>
#include <Graphic3d_Camera.hxx>
#include <Graphic3d_PresentationAttributes.hxx>
#include <OpenGl_Aspects.hxx>
#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_FrameStats.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_FrameStatsData.hxx>
#include <OpenGl_Workspace.hxx>
#include <OpenGl_Context.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <gp_Ax2.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Font_FTFont.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Image_PixMap.hxx>
#include <OpenGl_Texture.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_CStructure.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_ArrayOfTriangles.hxx>
#include <OpenGl_IndexBuffer.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Context.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Structure.hxx>
#include <OpenGl_View.hxx>
#include <OpenGl_Window.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Structure.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Structure.hxx>
#include <OpenGl_Workspace.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Context.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Context.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_IndexBuffer.hxx>
#include <OpenGl_VertexBuffer.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Context.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Texture.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Element.hxx>
#include <OpenGl_Group.hxx>
#include <OpenGl_Group.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_ShadowMap.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <gp_XYZ.hxx>
#include <Graphic3d_Camera.hxx>
#include <Graphic3d_CLight.hxx>
#include <Graphic3d_CView.hxx>
#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_Texture.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Font_TextFormatter.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Context.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Texture.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_RenderingParams.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_BackgroundArray.hxx>
#include <OpenGl_DepthPeeling.hxx>
#include <OpenGl_PBREnvironment.hxx>
#include <OpenGl_ShadowMap.hxx>
#include <OpenGl_ShadowMap.hxx>
#include <OpenGl_ShaderObject.hxx>
#include <OpenGl_TextureBuffer.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_Group.hxx>
#include <OpenGl_View.hxx>
#include <OpenGl_Window.hxx>
// module includes
#include <OpenGl_ArbDbg.hxx>
#include <OpenGl_ArbFBO.hxx>
#include <OpenGl_ArbIns.hxx>
#include <OpenGl_ArbSamplerObject.hxx>
#include <OpenGl_ArbTBO.hxx>
#include <OpenGl_ArbTexBindless.hxx>
#include <OpenGl_Aspects.hxx>
#include <OpenGl_AspectsProgram.hxx>
#include <OpenGl_AspectsSprite.hxx>
#include <OpenGl_AspectsTextureSet.hxx>
#include <OpenGl_BackgroundArray.hxx>
#include <OpenGl_Buffer.hxx>
#include <OpenGl_BufferCompatT.hxx>
#include <OpenGl_CappingAlgo.hxx>
#include <OpenGl_CappingPlaneResource.hxx>
#include <OpenGl_Caps.hxx>
#include <OpenGl_Clipping.hxx>
#include <OpenGl_ClippingIterator.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_DepthPeeling.hxx>
#include <OpenGl_Element.hxx>
#include <OpenGl_ExtGS.hxx>
#include <OpenGl_Flipper.hxx>
#include <OpenGl_Font.hxx>
#include <OpenGl_FrameBuffer.hxx>
#include <OpenGl_FrameStats.hxx>
#include <OpenGl_FrameStatsPrs.hxx>
#include <OpenGl_GlCore11.hxx>
#include <OpenGl_GlCore11Fwd.hxx>
#include <OpenGl_GlCore12.hxx>
#include <OpenGl_GlCore13.hxx>
#include <OpenGl_GlCore14.hxx>
#include <OpenGl_GlCore15.hxx>
#include <OpenGl_GlCore20.hxx>
#include <OpenGl_GlCore21.hxx>
#include <OpenGl_GlCore30.hxx>
#include <OpenGl_GlCore31.hxx>
#include <OpenGl_GlCore32.hxx>
#include <OpenGl_GlCore33.hxx>
#include <OpenGl_GlCore40.hxx>
#include <OpenGl_GlCore41.hxx>
#include <OpenGl_GlCore42.hxx>
#include <OpenGl_GlCore43.hxx>
#include <OpenGl_GlCore44.hxx>
#include <OpenGl_GlCore45.hxx>
#include <OpenGl_GlCore46.hxx>
#include <OpenGl_GlFunctions.hxx>
#include <OpenGl_GlNative.hxx>
#include <OpenGl_GlTypes.hxx>
#include <OpenGl_GraduatedTrihedron.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <OpenGl_GraphicDriverFactory.hxx>
#include <OpenGl_Group.hxx>
#include <OpenGl_HaltonSampler.hxx>
#include <OpenGl_IndexBuffer.hxx>
#include <OpenGl_Layer.hxx>
#include <OpenGl_LayerFilter.hxx>
#include <OpenGl_LayerList.hxx>
#include <OpenGl_LineAttributes.hxx>
#include <OpenGl_Material.hxx>
#include <OpenGl_MaterialState.hxx>
#include <OpenGl_MatrixState.hxx>
#include <OpenGl_NamedResource.hxx>
#include <OpenGl_PBREnvironment.hxx>
#include <OpenGl_PointSprite.hxx>
#include <OpenGl_PrimitiveArray.hxx>
#include <OpenGl_RenderFilter.hxx>
#include <OpenGl_Resource.hxx>
#include <OpenGl_Sampler.hxx>
#include <OpenGl_SceneGeometry.hxx>
#include <OpenGl_SetOfShaderPrograms.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShaderObject.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_ShaderProgramDumpLevel.hxx>
#include <OpenGl_ShaderStates.hxx>
#include <OpenGl_ShadowMap.hxx>
#include <OpenGl_StencilTest.hxx>
#include <OpenGl_Structure.hxx>
#include <OpenGl_StructureShadow.hxx>
#include <OpenGl_Text.hxx>
#include <OpenGl_TextBuilder.hxx>
#include <OpenGl_Texture.hxx>
#include <OpenGl_TextureBuffer.hxx>
#include <OpenGl_TextureBufferArb.hxx>
#include <OpenGl_TextureFormat.hxx>
#include <OpenGl_TextureSet.hxx>
#include <OpenGl_TextureSetPairIterator.hxx>
#include <OpenGl_TileSampler.hxx>
#include <OpenGl_UniformBuffer.hxx>
#include <OpenGl_Vec.hxx>
#include <OpenGl_VertexBuffer.hxx>
#include <OpenGl_VertexBufferCompat.hxx>
#include <OpenGl_VertexBufferEditor.hxx>
#include <OpenGl_View.hxx>
#include <OpenGl_Window.hxx>
#include <OpenGl_Workspace.hxx>
// template related includes
#include "BVH_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "OpenGl_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "OpenGl_tmpl.hxx"
// user-defined pre
#include "OCP_specific.inc"
// user-defined inclusion per module
#include <Message_Messenger.hxx>
#include <Image_SupportedFormats.hxx>
#include <Image_CompressedPixMap.hxx>
#include <Graphic3d_StructureManager.hxx>
struct NSOpenGLContext {};
// Module definiiton
void register_OpenGl_enums(py::module &main_module) {
py::module m = main_module.def_submodule("OpenGl", R"#()#");
// user-defined inclusion per module in the body
py::class_<NSOpenGLContext>(m, "NSOpenGLContext");
// enums
py::enum_<OpenGl_FeatureFlag>(m, "OpenGl_FeatureFlag",R"#(None)#")
.value("OpenGl_FeatureNotAvailable",OpenGl_FeatureFlag::OpenGl_FeatureNotAvailable)
.value("OpenGl_FeatureInExtensions",OpenGl_FeatureFlag::OpenGl_FeatureInExtensions)
.value("OpenGl_FeatureInCore",OpenGl_FeatureFlag::OpenGl_FeatureInCore).export_values();
py::enum_<OpenGl_StateVariable>(m, "OpenGl_StateVariable",R"#(The enumeration of OCCT-specific OpenGL/GLSL variables.)#")
.value("OpenGl_OCC_MODEL_WORLD_MATRIX",OpenGl_StateVariable::OpenGl_OCC_MODEL_WORLD_MATRIX)
.value("OpenGl_OCC_WORLD_VIEW_MATRIX",OpenGl_StateVariable::OpenGl_OCC_WORLD_VIEW_MATRIX)
.value("OpenGl_OCC_PROJECTION_MATRIX",OpenGl_StateVariable::OpenGl_OCC_PROJECTION_MATRIX)
.value("OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE",OpenGl_StateVariable::OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE)
.value("OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE",OpenGl_StateVariable::OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE)
.value("OpenGl_OCC_PROJECTION_MATRIX_INVERSE",OpenGl_StateVariable::OpenGl_OCC_PROJECTION_MATRIX_INVERSE)
.value("OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE",OpenGl_StateVariable::OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE)
.value("OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE",OpenGl_StateVariable::OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE)
.value("OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE",OpenGl_StateVariable::OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE)
.value("OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE",OpenGl_StateVariable::OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE)
.value("OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE",OpenGl_StateVariable::OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE)
.value("OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE",OpenGl_StateVariable::OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE)
.value("OpenGl_OCC_CLIP_PLANE_EQUATIONS",OpenGl_StateVariable::OpenGl_OCC_CLIP_PLANE_EQUATIONS)
.value("OpenGl_OCC_CLIP_PLANE_CHAINS",OpenGl_StateVariable::OpenGl_OCC_CLIP_PLANE_CHAINS)
.value("OpenGl_OCC_CLIP_PLANE_COUNT",OpenGl_StateVariable::OpenGl_OCC_CLIP_PLANE_COUNT)
.value("OpenGl_OCC_LIGHT_SOURCE_COUNT",OpenGl_StateVariable::OpenGl_OCC_LIGHT_SOURCE_COUNT)
.value("OpenGl_OCC_LIGHT_SOURCE_TYPES",OpenGl_StateVariable::OpenGl_OCC_LIGHT_SOURCE_TYPES)
.value("OpenGl_OCC_LIGHT_SOURCE_PARAMS",OpenGl_StateVariable::OpenGl_OCC_LIGHT_SOURCE_PARAMS)
.value("OpenGl_OCC_LIGHT_AMBIENT",OpenGl_StateVariable::OpenGl_OCC_LIGHT_AMBIENT)
.value("OpenGl_OCC_LIGHT_SHADOWMAP_SIZE_BIAS",OpenGl_StateVariable::OpenGl_OCC_LIGHT_SHADOWMAP_SIZE_BIAS)
.value("OpenGl_OCC_LIGHT_SHADOWMAP_SAMPLERS",OpenGl_StateVariable::OpenGl_OCC_LIGHT_SHADOWMAP_SAMPLERS)
.value("OpenGl_OCC_LIGHT_SHADOWMAP_MATRICES",OpenGl_StateVariable::OpenGl_OCC_LIGHT_SHADOWMAP_MATRICES)
.value("OpenGl_OCCT_TEXTURE_ENABLE",OpenGl_StateVariable::OpenGl_OCCT_TEXTURE_ENABLE)
.value("OpenGl_OCCT_DISTINGUISH_MODE",OpenGl_StateVariable::OpenGl_OCCT_DISTINGUISH_MODE)
.value("OpenGl_OCCT_PBR_MATERIAL",OpenGl_StateVariable::OpenGl_OCCT_PBR_MATERIAL)
.value("OpenGl_OCCT_COMMON_MATERIAL",OpenGl_StateVariable::OpenGl_OCCT_COMMON_MATERIAL)
.value("OpenGl_OCCT_ALPHA_CUTOFF",OpenGl_StateVariable::OpenGl_OCCT_ALPHA_CUTOFF)
.value("OpenGl_OCCT_COLOR",OpenGl_StateVariable::OpenGl_OCCT_COLOR)
.value("OpenGl_OCCT_OIT_OUTPUT",OpenGl_StateVariable::OpenGl_OCCT_OIT_OUTPUT)
.value("OpenGl_OCCT_OIT_DEPTH_FACTOR",OpenGl_StateVariable::OpenGl_OCCT_OIT_DEPTH_FACTOR)
.value("OpenGl_OCCT_TEXTURE_TRSF2D",OpenGl_StateVariable::OpenGl_OCCT_TEXTURE_TRSF2D)
.value("OpenGl_OCCT_POINT_SIZE",OpenGl_StateVariable::OpenGl_OCCT_POINT_SIZE)
.value("OpenGl_OCCT_VIEWPORT",OpenGl_StateVariable::OpenGl_OCCT_VIEWPORT)
.value("OpenGl_OCCT_LINE_WIDTH",OpenGl_StateVariable::OpenGl_OCCT_LINE_WIDTH)
.value("OpenGl_OCCT_LINE_FEATHER",OpenGl_StateVariable::OpenGl_OCCT_LINE_FEATHER)
.value("OpenGl_OCCT_LINE_STIPPLE_PATTERN",OpenGl_StateVariable::OpenGl_OCCT_LINE_STIPPLE_PATTERN)
.value("OpenGl_OCCT_LINE_STIPPLE_FACTOR",OpenGl_StateVariable::OpenGl_OCCT_LINE_STIPPLE_FACTOR)
.value("OpenGl_OCCT_WIREFRAME_COLOR",OpenGl_StateVariable::OpenGl_OCCT_WIREFRAME_COLOR)
.value("OpenGl_OCCT_QUAD_MODE_STATE",OpenGl_StateVariable::OpenGl_OCCT_QUAD_MODE_STATE)
.value("OpenGl_OCCT_ORTHO_SCALE",OpenGl_StateVariable::OpenGl_OCCT_ORTHO_SCALE)
.value("OpenGl_OCCT_SILHOUETTE_THICKNESS",OpenGl_StateVariable::OpenGl_OCCT_SILHOUETTE_THICKNESS)
.value("OpenGl_OCCT_NB_SPEC_IBL_LEVELS",OpenGl_StateVariable::OpenGl_OCCT_NB_SPEC_IBL_LEVELS)
.value("OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES",OpenGl_StateVariable::OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES).export_values();
py::enum_<OpenGl_UniformStateType>(m, "OpenGl_UniformStateType",R"#(Defines types of uniform state variables.)#")
.value("OpenGl_LIGHT_SOURCES_STATE",OpenGl_UniformStateType::OpenGl_LIGHT_SOURCES_STATE)
.value("OpenGl_CLIP_PLANES_STATE",OpenGl_UniformStateType::OpenGl_CLIP_PLANES_STATE)
.value("OpenGl_MODEL_WORLD_STATE",OpenGl_UniformStateType::OpenGl_MODEL_WORLD_STATE)
.value("OpenGl_WORLD_VIEW_STATE",OpenGl_UniformStateType::OpenGl_WORLD_VIEW_STATE)
.value("OpenGl_PROJECTION_STATE",OpenGl_UniformStateType::OpenGl_PROJECTION_STATE)
.value("OpenGl_MATERIAL_STATE",OpenGl_UniformStateType::OpenGl_MATERIAL_STATE)
.value("OpenGl_SURF_DETAIL_STATE",OpenGl_UniformStateType::OpenGl_SURF_DETAIL_STATE)
.value("OpenGL_OIT_STATE",OpenGl_UniformStateType::OpenGL_OIT_STATE)
.value("OpenGl_UniformStateType_NB",OpenGl_UniformStateType::OpenGl_UniformStateType_NB).export_values();
py::enum_<OpenGl_ShaderProgramDumpLevel>(m, "OpenGl_ShaderProgramDumpLevel",R"#(Definition of shader programs source code dump levels.)#")
.value("OpenGl_ShaderProgramDumpLevel_Off",OpenGl_ShaderProgramDumpLevel::OpenGl_ShaderProgramDumpLevel_Off)
.value("OpenGl_ShaderProgramDumpLevel_Short",OpenGl_ShaderProgramDumpLevel::OpenGl_ShaderProgramDumpLevel_Short)
.value("OpenGl_ShaderProgramDumpLevel_Full",OpenGl_ShaderProgramDumpLevel::OpenGl_ShaderProgramDumpLevel_Full).export_values();
py::enum_<OpenGl_RenderFilter>(m, "OpenGl_RenderFilter",R"#(Filter for rendering elements.)#")
.value("OpenGl_RenderFilter_Empty",OpenGl_RenderFilter::OpenGl_RenderFilter_Empty)
.value("OpenGl_RenderFilter_OpaqueOnly",OpenGl_RenderFilter::OpenGl_RenderFilter_OpaqueOnly)
.value("OpenGl_RenderFilter_TransparentOnly",OpenGl_RenderFilter::OpenGl_RenderFilter_TransparentOnly)
.value("OpenGl_RenderFilter_NonRaytraceableOnly",OpenGl_RenderFilter::OpenGl_RenderFilter_NonRaytraceableOnly)
.value("OpenGl_RenderFilter_FillModeOnly",OpenGl_RenderFilter::OpenGl_RenderFilter_FillModeOnly)
.value("OpenGl_RenderFilter_SkipTrsfPersistence",OpenGl_RenderFilter::OpenGl_RenderFilter_SkipTrsfPersistence).export_values();
py::enum_<OpenGl_MaterialFlag>(m, "OpenGl_MaterialFlag",R"#(Material flag)#")
.value("OpenGl_MaterialFlag_Front",OpenGl_MaterialFlag::OpenGl_MaterialFlag_Front)
.value("OpenGl_MaterialFlag_Back",OpenGl_MaterialFlag::OpenGl_MaterialFlag_Back).export_values();
py::enum_<OpenGl_LayerFilter>(m, "OpenGl_LayerFilter",R"#(Tool object to specify processed OpenGL layers for intermixed rendering of raytracable and non-raytracable layers.)#")
.value("OpenGl_LF_All",OpenGl_LayerFilter::OpenGl_LF_All)
.value("OpenGl_LF_Upper",OpenGl_LayerFilter::OpenGl_LF_Upper)
.value("OpenGl_LF_Bottom",OpenGl_LayerFilter::OpenGl_LF_Bottom)
.value("OpenGl_LF_RayTracable",OpenGl_LayerFilter::OpenGl_LF_RayTracable).export_values();
//Python trampoline classes
class Py_OpenGl_Element : public OpenGl_Element{
public:
using OpenGl_Element::OpenGl_Element;
// public pure virtual
void Render(const opencascade::handle<OpenGl_Workspace> & theWorkspace) const override { PYBIND11_OVERLOAD_PURE(void,OpenGl_Element,Render,theWorkspace) };
void Release(OpenGl_Context * theContext) override { PYBIND11_OVERLOAD_PURE(void,OpenGl_Element,Release,theContext) };
// protected pure virtual
// private pure virtual
};
class Py_OpenGl_Resource : public OpenGl_Resource{
public:
using OpenGl_Resource::OpenGl_Resource;
// public pure virtual
void Release(OpenGl_Context * theGlCtx) override { PYBIND11_OVERLOAD_PURE(void,OpenGl_Resource,Release,theGlCtx) };
Standard_Size EstimatedDataSize() const override { PYBIND11_OVERLOAD_PURE(Standard_Size,OpenGl_Resource,EstimatedDataSize,) };
// protected pure virtual
// private pure virtual
};
class Py_OpenGl_SetterInterface : public OpenGl_SetterInterface{
public:
using OpenGl_SetterInterface::OpenGl_SetterInterface;
// public pure virtual
void Set(const opencascade::handle<OpenGl_Context> & theCtx,const opencascade::handle<Graphic3d_ShaderVariable> & theVariable,OpenGl_ShaderProgram * theProgram) override { PYBIND11_OVERLOAD_PURE(void,OpenGl_SetterInterface,Set,theCtx,theVariable,theProgram) };
// protected pure virtual
// private pure virtual
};
class Py_OpenGl_Buffer : public OpenGl_Buffer{
public:
using OpenGl_Buffer::OpenGl_Buffer;
// public pure virtual
unsigned int GetTarget() const override { PYBIND11_OVERLOAD_PURE(unsigned int,OpenGl_Buffer,GetTarget,) };
// protected pure virtual
// private pure virtual
};
class Py_OpenGl_NamedResource : public OpenGl_NamedResource{
public:
using OpenGl_NamedResource::OpenGl_NamedResource;
// public pure virtual
void Release(OpenGl_Context * theGlCtx) override { PYBIND11_OVERLOAD_PURE(void,OpenGl_Resource,Release,theGlCtx) };
Standard_Size EstimatedDataSize() const override { PYBIND11_OVERLOAD_PURE(Standard_Size,OpenGl_Resource,EstimatedDataSize,) };
// protected pure virtual
// private pure virtual
};
// pre-register typdefs+classes (topologically sorted)
py::class_<OpenGl_ArbDbg , shared_ptr<OpenGl_ArbDbg> >(m,"OpenGl_ArbDbg",R"#(Debug context routines)#");
py::class_<OpenGl_ArbFBO , shared_ptr<OpenGl_ArbFBO> >(m,"OpenGl_ArbFBO",R"#(FBO is available on OpenGL 2.0+ hardware)#");
py::class_<OpenGl_ArbFBOBlit , shared_ptr<OpenGl_ArbFBOBlit> >(m,"OpenGl_ArbFBOBlit",R"#(FBO blit is available in OpenGL 3.0+. Moved out from OpenGl_ArbFBO since it is unavailable in OpenGL ES 2.0.)#");
py::class_<OpenGl_ArbIns , shared_ptr<OpenGl_ArbIns> >(m,"OpenGl_ArbIns",R"#(Instancing is available on OpenGL 3.0+ hardware (in core since OpenGL 3.1 or GL_ARB_draw_instanced extension).)#");
py::class_<OpenGl_ArbSamplerObject , shared_ptr<OpenGl_ArbSamplerObject> >(m,"OpenGl_ArbSamplerObject",R"#(Provide Sampler Object functionality (texture parameters stored independently from texture itself). Available since OpenGL 3.3+ (GL_ARB_sampler_objects extension) and OpenGL ES 3.0+.)#");
py::class_<OpenGl_ArbTBO , shared_ptr<OpenGl_ArbTBO> >(m,"OpenGl_ArbTBO",R"#(TBO is available on OpenGL 3.0+ and OpenGL ES 3.2+ hardware)#");
py::class_<OpenGl_ArbTexBindless , shared_ptr<OpenGl_ArbTexBindless> >(m,"OpenGl_ArbTexBindless",R"#(Provides bindless textures. This extension allows OpenGL applications to access texture objects in shaders without first binding each texture to one of a limited number of texture image units.)#");
py::class_<OpenGl_AspectsProgram , shared_ptr<OpenGl_AspectsProgram> >(m,"OpenGl_AspectsProgram",R"#(OpenGl resources for custom shading program.)#");
py::class_<OpenGl_AspectsSprite , shared_ptr<OpenGl_AspectsSprite> >(m,"OpenGl_AspectsSprite",R"#(OpenGl resources for custom point sprites.)#");
py::class_<OpenGl_AspectsTextureSet , shared_ptr<OpenGl_AspectsTextureSet> >(m,"OpenGl_AspectsTextureSet",R"#(OpenGl resources for custom textures.)#");
py::class_<OpenGl_CappingAlgo , shared_ptr<OpenGl_CappingAlgo> >(m,"OpenGl_CappingAlgo",R"#(Capping surface rendering algorithm.)#");
py::class_<OpenGl_Clipping , shared_ptr<OpenGl_Clipping> >(m,"OpenGl_Clipping",R"#(This class contains logics related to tracking and modification of clipping plane state for particular OpenGl context. It contains information about enabled clipping planes and provides method to change clippings in context. The methods should be executed within OpenGl context associated with instance of this class.)#");
py::class_<OpenGl_ClippingIterator , shared_ptr<OpenGl_ClippingIterator> >(m,"OpenGl_ClippingIterator",R"#(The iterator through clipping planes.)#");
py::class_<OpenGl_ClippingState , shared_ptr<OpenGl_ClippingState> >(m,"OpenGl_ClippingState",R"#(Defines generic state of OCCT clipping state.)#");
py::class_<OpenGl_Element , shared_ptr_nodelete<OpenGl_Element> ,Py_OpenGl_Element >(m,"OpenGl_Element",R"#(Base interface for drawable elements.)#");
py::class_<OpenGl_ElementNode , shared_ptr<OpenGl_ElementNode> >(m,"OpenGl_ElementNode",R"#(None)#");
py::class_<OpenGl_ExtGS , shared_ptr<OpenGl_ExtGS> >(m,"OpenGl_ExtGS",R"#(Geometry shader as extension is available on OpenGL 2.0+)#");
py::class_<OpenGl_GlCore11 , shared_ptr<OpenGl_GlCore11> >(m,"OpenGl_GlCore11",R"#(OpenGL 1.1 core. Notice that all functions within this structure are actually exported by system GL library. The main purpose for these hint - to control visibility of functions per GL version (global functions should not be used directly to achieve this effect!).)#");
py::class_<OpenGl_GlCore11Fwd , shared_ptr<OpenGl_GlCore11Fwd> >(m,"OpenGl_GlCore11Fwd",R"#(OpenGL 1.1 core without deprecated Fixed Pipeline entry points. Notice that all functions within this structure are actually exported by system GL library. The main purpose for these hint - to control visibility of functions per GL version (global functions should not be used directly to achieve this effect!).)#");
py::class_<OpenGl_GlCore12 , shared_ptr<OpenGl_GlCore12> >(m,"OpenGl_GlCore12",R"#(OpenGL 1.2 core based on 1.1 version.)#");
py::class_<OpenGl_GlCore13 , shared_ptr<OpenGl_GlCore13> >(m,"OpenGl_GlCore13",R"#(OpenGL 1.3 without deprecated entry points.)#");
py::class_<OpenGl_GlCore14 , shared_ptr<OpenGl_GlCore14> >(m,"OpenGl_GlCore14",R"#(OpenGL 1.4 core based on 1.3 version.)#");
py::class_<OpenGl_GlCore15 , shared_ptr<OpenGl_GlCore15> >(m,"OpenGl_GlCore15",R"#(OpenGL 1.5 core based on 1.4 version.)#");
py::class_<OpenGl_GlCore20 , shared_ptr<OpenGl_GlCore20> >(m,"OpenGl_GlCore20",R"#(OpenGL 2.0 core based on 1.5 version.)#");
py::class_<OpenGl_GlCore21 , shared_ptr<OpenGl_GlCore21> >(m,"OpenGl_GlCore21",R"#(OpenGL 2.1 core based on 2.0 version.)#");
py::class_<OpenGl_GlCore30 , shared_ptr<OpenGl_GlCore30> >(m,"OpenGl_GlCore30",R"#(OpenGL 3.0 core. This is first version with deprecation model introduced - a lot of functionality regarding to fixed pipeline were marked deprecated. Notice that nothing were actually removed in this version (unless Forward context loaded)!)#");
py::class_<OpenGl_GlCore31 , shared_ptr<OpenGl_GlCore31> >(m,"OpenGl_GlCore31",R"#(OpenGL 3.1 definition.)#");
py::class_<OpenGl_GlCore32 , shared_ptr<OpenGl_GlCore32> >(m,"OpenGl_GlCore32",R"#(OpenGL 3.2 definition.)#");
py::class_<OpenGl_GlCore33 , shared_ptr<OpenGl_GlCore33> >(m,"OpenGl_GlCore33",R"#(OpenGL 3.3 definition.)#");
py::class_<OpenGl_GlCore40 , shared_ptr<OpenGl_GlCore40> >(m,"OpenGl_GlCore40",R"#(OpenGL 4.0 definition.)#");
py::class_<OpenGl_GlCore41 , shared_ptr<OpenGl_GlCore41> >(m,"OpenGl_GlCore41",R"#(OpenGL 4.1 definition.)#");
py::class_<OpenGl_GlCore42 , shared_ptr<OpenGl_GlCore42> >(m,"OpenGl_GlCore42",R"#(OpenGL 4.2 definition.)#");
py::class_<OpenGl_GlCore43 , shared_ptr<OpenGl_GlCore43> >(m,"OpenGl_GlCore43",R"#(OpenGL 4.3 definition.)#");
py::class_<OpenGl_GlCore44 , shared_ptr<OpenGl_GlCore44> >(m,"OpenGl_GlCore44",R"#(OpenGL 4.4 definition.)#");
py::class_<OpenGl_GlCore45 , shared_ptr<OpenGl_GlCore45> >(m,"OpenGl_GlCore45",R"#(OpenGL 4.5 definition.)#");
py::class_<OpenGl_GlCore46 , shared_ptr<OpenGl_GlCore46> >(m,"OpenGl_GlCore46",R"#(OpenGL 4.6 definition.)#");
py::class_<OpenGl_GlFunctions , shared_ptr<OpenGl_GlFunctions> >(m,"OpenGl_GlFunctions",R"#(Mega structure defines the complete list of OpenGL functions.)#");
py::class_<OpenGl_HaltonSampler , shared_ptr<OpenGl_HaltonSampler> >(m,"OpenGl_HaltonSampler",R"#(Compute points of the Halton sequence with digit-permutations for different bases.)#");
py::class_<OpenGl_Material , shared_ptr<OpenGl_Material> >(m,"OpenGl_Material",R"#(OpenGL material definition)#");
py::class_<OpenGl_MaterialCommon , shared_ptr<OpenGl_MaterialCommon> >(m,"OpenGl_MaterialCommon",R"#(OpenGL material definition)#");
py::class_<OpenGl_MaterialPBR , shared_ptr<OpenGl_MaterialPBR> >(m,"OpenGl_MaterialPBR",R"#(OpenGL material definition)#");
py::class_<OpenGl_RaytraceLight , shared_ptr<OpenGl_RaytraceLight> >(m,"OpenGl_RaytraceLight",R"#(Stores properties of OpenGL light source.)#");
py::class_<OpenGl_RaytraceMaterial , shared_ptr<OpenGl_RaytraceMaterial> >(m,"OpenGl_RaytraceMaterial",R"#(Stores properties of surface material.)#");
py::class_<OpenGl_SetterInterface , shared_ptr<OpenGl_SetterInterface> ,Py_OpenGl_SetterInterface >(m,"OpenGl_SetterInterface",R"#(Interface for generic setter of user-defined uniform variables.)#");
py::class_<OpenGl_ShaderUniformLocation , shared_ptr<OpenGl_ShaderUniformLocation> >(m,"OpenGl_ShaderUniformLocation",R"#(Simple class represents GLSL program variable location.)#");
py::class_<OpenGl_StateCounter , shared_ptr<OpenGl_StateCounter> >(m,"OpenGl_StateCounter",R"#(Tool class to implement consistent state counter for objects inside the same driver instance.)#");
py::class_<OpenGl_StateInterface , shared_ptr<OpenGl_StateInterface> >(m,"OpenGl_StateInterface",R"#(Defines interface for OpenGL state.)#");
py::class_<OpenGl_TextBuilder , shared_ptr<OpenGl_TextBuilder> >(m,"OpenGl_TextBuilder",R"#(This class generates primitive array required for rendering textured text using OpenGl_Font instance.)#");
py::class_<OpenGl_TextureFormat , shared_ptr<OpenGl_TextureFormat> >(m,"OpenGl_TextureFormat",R"#(Stores parameters of OpenGL texture format.)#");
py::class_<OpenGl_TextureFormatSelector<GLbyte> , shared_ptr<OpenGl_TextureFormatSelector<GLbyte>> >(m,"OpenGl_TextureFormatSelector_GLbyte",R"#(Specialization for signed byte.)#");
py::class_<OpenGl_TextureFormatSelector<GLfloat> , shared_ptr<OpenGl_TextureFormatSelector<GLfloat>> >(m,"OpenGl_TextureFormatSelector_GLfloat",R"#(Specialization for float.)#");
py::class_<OpenGl_TextureFormatSelector<GLint> , shared_ptr<OpenGl_TextureFormatSelector<GLint>> >(m,"OpenGl_TextureFormatSelector_GLint",R"#(Specialization for signed int.)#");
py::class_<OpenGl_TextureFormatSelector<GLshort> , shared_ptr<OpenGl_TextureFormatSelector<GLshort>> >(m,"OpenGl_TextureFormatSelector_GLshort",R"#(Specialization for signed short.)#");
py::class_<OpenGl_TextureFormatSelector<GLubyte> , shared_ptr<OpenGl_TextureFormatSelector<GLubyte>> >(m,"OpenGl_TextureFormatSelector_GLubyte",R"#(Specialization for unsigned byte.)#");
py::class_<OpenGl_TextureFormatSelector<GLuint> , shared_ptr<OpenGl_TextureFormatSelector<GLuint>> >(m,"OpenGl_TextureFormatSelector_GLuint",R"#(Specialization for unsigned int.)#");
py::class_<OpenGl_TextureFormatSelector<GLushort> , shared_ptr<OpenGl_TextureFormatSelector<GLushort>> >(m,"OpenGl_TextureFormatSelector_GLushort",R"#(Specialization for unsigned short.)#");
py::class_<OpenGl_TextureSetPairIterator , shared_ptr<OpenGl_TextureSetPairIterator> >(m,"OpenGl_TextureSetPairIterator",R"#(Class for iterating pair of texture sets through each defined texture slot. Note that iterator considers texture slots being in ascending order within OpenGl_TextureSet.)#");
py::class_<OpenGl_TileSampler , shared_ptr<OpenGl_TileSampler> >(m,"OpenGl_TileSampler",R"#(Tool object used for sampling screen tiles according to estimated pixel variance (used in path tracing engine). To improve GPU thread coherency, rendering window is split into pixel blocks or tiles. The important feature of this approach is that it is possible to keep the same number of tiles for any screen resolution (e.g. 256 tiles can be used for both 512 x 512 window and 1920 x 1080 window). So, a smaller number of tiles allows to increase interactivity (FPS), but at the cost of higher per-frame variance ('noise'). On the contrary a larger number of tiles decrease interactivity, but leads to lower per-frame variance. Note that the total time needed to produce final final image is the same for both cases.)#");
py::class_<OpenGl_Aspects , shared_ptr<OpenGl_Aspects> , OpenGl_Element >(m,"OpenGl_Aspects",R"#(The element holding Graphic3d_Aspects.)#");
preregister_template_BVH_Triangulation<Standard_ShortReal, 3>(m,"OpenGl_BVHTriangulation3f");
py::class_<OpenGl_Caps ,opencascade::handle<OpenGl_Caps> , Standard_Transient >(m,"OpenGl_Caps",R"#(Class to define graphic driver capabilities. Notice that these options will be ignored if particular functionality does not provided by GL driverClass to define graphic driver capabilities. Notice that these options will be ignored if particular functionality does not provided by GL driver)#");
preregister_template_NCollection_Vector<Standard_Integer>(m,"OpenGl_ColorFormats");
py::class_<OpenGl_Context ,opencascade::handle<OpenGl_Context> , Standard_Transient >(m,"OpenGl_Context",R"#(This class generalize access to the GL context and available extensions.This class generalize access to the GL context and available extensions.)#");
py::class_<OpenGl_Flipper , shared_ptr<OpenGl_Flipper> , OpenGl_Element >(m,"OpenGl_Flipper",R"#(Being rendered, the elements modifies current model-view matrix such that the axes of the specified reference system (in model space) become oriented in the following way: - X - heads to the right side of view. - Y - heads to the up side of view. - N(Z) - heads towards the screen. Originally, this element serves for need of flipping the 3D text of dimension presentations.)#");
py::class_<OpenGl_FrameStats ,opencascade::handle<OpenGl_FrameStats> , Graphic3d_FrameStats >(m,"OpenGl_FrameStats",R"#(Class storing the frame statistics.Class storing the frame statistics.)#");
py::class_<OpenGl_FrameStatsPrs , shared_ptr<OpenGl_FrameStatsPrs> , OpenGl_Element >(m,"OpenGl_FrameStatsPrs",R"#(Element rendering frame statistics.)#");
py::class_<OpenGl_GraphicDriver ,opencascade::handle<OpenGl_GraphicDriver> , Graphic3d_GraphicDriver >(m,"OpenGl_GraphicDriver",R"#(This class defines an OpenGl graphic driverThis class defines an OpenGl graphic driver)#");
py::class_<OpenGl_GraphicDriverFactory ,opencascade::handle<OpenGl_GraphicDriverFactory> , Graphic3d_GraphicDriverFactory >(m,"OpenGl_GraphicDriverFactory",R"#(This class for creation of OpenGl_GraphicDriver.)#");
py::class_<OpenGl_Group ,opencascade::handle<OpenGl_Group> , Graphic3d_Group >(m,"OpenGl_Group",R"#(Implementation of low-level graphic group.Implementation of low-level graphic group.)#");
preregister_template_OpenGl_BufferCompatT<OpenGl_IndexBuffer>(m,"OpenGl_IndexBufferCompat");
py::class_<OpenGl_LightSourceState , shared_ptr<OpenGl_LightSourceState> , OpenGl_StateInterface >(m,"OpenGl_LightSourceState",R"#(Defines state of OCCT light sources.)#");
preregister_template_NCollection_List<const OpenGl_Structure *>(m,"OpenGl_ListOfStructure");
py::class_<OpenGl_MaterialState , shared_ptr<OpenGl_MaterialState> , OpenGl_StateInterface >(m,"OpenGl_MaterialState",R"#(Defines generic state of material properties.)#");
py::class_<OpenGl_ModelWorldState , shared_ptr<OpenGl_ModelWorldState> , OpenGl_StateInterface >(m,"OpenGl_ModelWorldState",R"#(Defines state of OCCT model-world transformation.)#");
py::class_<OpenGl_OitState , shared_ptr<OpenGl_OitState> , OpenGl_StateInterface >(m,"OpenGl_OitState",R"#(Defines generic state of order-independent transparency rendering properties.)#");
py::class_<OpenGl_PrimitiveArray , shared_ptr<OpenGl_PrimitiveArray> , OpenGl_Element >(m,"OpenGl_PrimitiveArray",R"#(Class for rendering of arbitrary primitive array.)#");
py::class_<OpenGl_ProjectionState , shared_ptr<OpenGl_ProjectionState> , OpenGl_StateInterface >(m,"OpenGl_ProjectionState",R"#(Defines state of OCCT projection transformation.)#");
py::class_<OpenGl_Resource ,opencascade::handle<OpenGl_Resource> ,Py_OpenGl_Resource , Standard_Transient >(m,"OpenGl_Resource",R"#(Interface for OpenGl resource with following meaning: - object can be constructed at any time; - should be explicitly Initialized within active OpenGL context; - should be explicitly Released within active OpenGL context (virtual Release() method); - can be destroyed at any time. Destruction of object with unreleased GPU resources will cause leaks which will be ignored in release mode and will immediately stop program execution in debug mode using assert.Interface for OpenGl resource with following meaning: - object can be constructed at any time; - should be explicitly Initialized within active OpenGL context; - should be explicitly Released within active OpenGL context (virtual Release() method); - can be destroyed at any time. Destruction of object with unreleased GPU resources will cause leaks which will be ignored in release mode and will immediately stop program execution in debug mode using assert.)#");
py::class_<OpenGl_SetOfPrograms ,opencascade::handle<OpenGl_SetOfPrograms> , Standard_Transient >(m,"OpenGl_SetOfPrograms",R"#(Alias to programs array of predefined length)#");
py::class_<OpenGl_SetOfShaderPrograms ,opencascade::handle<OpenGl_SetOfShaderPrograms> , Standard_Transient >(m,"OpenGl_SetOfShaderPrograms",R"#(Alias to 2D programs array of predefined length)#");
preregister_template_NCollection_Sequence<opencascade::handle<OpenGl_ShaderObject>>(m,"OpenGl_ShaderList");
py::class_<OpenGl_ShaderManager ,opencascade::handle<OpenGl_ShaderManager> , Graphic3d_ShaderManager >(m,"OpenGl_ShaderManager",R"#(This class is responsible for managing shader programs.)#");
preregister_template_NCollection_Sequence<opencascade::handle<OpenGl_ShaderProgram>>(m,"OpenGl_ShaderProgramList");
py::class_<OpenGl_ShadowMapArray ,opencascade::handle<OpenGl_ShadowMapArray> , Standard_Transient >(m,"OpenGl_ShadowMapArray",R"#(Array of shadow maps.)#");
py::class_<OpenGl_StencilTest , shared_ptr_nodelete<OpenGl_StencilTest> , OpenGl_Element >(m,"OpenGl_StencilTest",R"#(None)#");
py::class_<OpenGl_Structure ,opencascade::handle<OpenGl_Structure> , Graphic3d_CStructure >(m,"OpenGl_Structure",R"#(Implementation of low-level graphic structure.Implementation of low-level graphic structure.)#");
py::class_<OpenGl_Text , shared_ptr<OpenGl_Text> , OpenGl_Element >(m,"OpenGl_Text",R"#(Text rendering)#");
py::class_<OpenGl_TextureSet ,opencascade::handle<OpenGl_TextureSet> , Standard_Transient >(m,"OpenGl_TextureSet",R"#(Class holding array of textures to be mapped as a set. Textures should be defined in ascending order of texture units within the set.)#");
preregister_template_OpenGl_BufferCompatT<OpenGl_VertexBuffer>(m,"OpenGl_VertexBufferCompat");
py::class_<OpenGl_View ,opencascade::handle<OpenGl_View> , Graphic3d_CView >(m,"OpenGl_View",R"#(Implementation of OpenGl view.Implementation of OpenGl view.)#");
py::class_<OpenGl_Window ,opencascade::handle<OpenGl_Window> , Standard_Transient >(m,"OpenGl_Window",R"#(This class represents low-level wrapper over window with GL context. The window itself should be provided to constructor.This class represents low-level wrapper over window with GL context. The window itself should be provided to constructor.)#");
py::class_<OpenGl_Workspace ,opencascade::handle<OpenGl_Workspace> , Standard_Transient >(m,"OpenGl_Workspace",R"#(Rendering workspace. Provides methods to render primitives and maintain GL state.Rendering workspace. Provides methods to render primitives and maintain GL state.Rendering workspace. Provides methods to render primitives and maintain GL state.)#");
py::class_<OpenGl_WorldViewState , shared_ptr<OpenGl_WorldViewState> , OpenGl_StateInterface >(m,"OpenGl_WorldViewState",R"#(Defines state of OCCT world-view transformation.)#");
py::class_<OpenGl_BackgroundArray , shared_ptr<OpenGl_BackgroundArray> , OpenGl_PrimitiveArray >(m,"OpenGl_BackgroundArray",R"#(Tool class for generating reusable data for gradient or texture background rendering.)#");
py::class_<OpenGl_Buffer ,opencascade::handle<OpenGl_Buffer> ,Py_OpenGl_Buffer , OpenGl_Resource >(m,"OpenGl_Buffer",R"#(Buffer Object - is a general storage object for arbitrary data (see sub-classes).Buffer Object - is a general storage object for arbitrary data (see sub-classes).)#");
py::class_<OpenGl_CappingPlaneResource ,opencascade::handle<OpenGl_CappingPlaneResource> , OpenGl_Resource >(m,"OpenGl_CappingPlaneResource",R"#(Container of graphical resources for rendering capping plane associated to graphical clipping plane. This resource holds data necessary for OpenGl_CappingAlgo. This object is implemented as OpenGl resource for the following reasons: - one instance should be shared between contexts. - instance associated to Graphic3d_ClipPlane data by id. - should created and released within context (owns OpenGl elements and resources).Container of graphical resources for rendering capping plane associated to graphical clipping plane. This resource holds data necessary for OpenGl_CappingAlgo. This object is implemented as OpenGl resource for the following reasons: - one instance should be shared between contexts. - instance associated to Graphic3d_ClipPlane data by id. - should created and released within context (owns OpenGl elements and resources).Container of graphical resources for rendering capping plane associated to graphical clipping plane. This resource holds data necessary for OpenGl_CappingAlgo. This object is implemented as OpenGl resource for the following reasons: - one instance should be shared between contexts. - instance associated to Graphic3d_ClipPlane data by id. - should created and released within context (owns OpenGl elements and resources).)#");
py::class_<OpenGl_Font ,opencascade::handle<OpenGl_Font> , OpenGl_Resource >(m,"OpenGl_Font",R"#(Texture font.Texture font.)#");
py::class_<OpenGl_LineAttributes ,opencascade::handle<OpenGl_LineAttributes> , OpenGl_Resource >(m,"OpenGl_LineAttributes",R"#(Utility class to manage OpenGL resources of polygon hatching styles.Utility class to manage OpenGL resources of polygon hatching styles.)#");
py::class_<OpenGl_NamedResource ,opencascade::handle<OpenGl_NamedResource> ,Py_OpenGl_NamedResource , OpenGl_Resource >(m,"OpenGl_NamedResource",R"#(Named resource object.)#");
py::class_<OpenGl_Sampler ,opencascade::handle<OpenGl_Sampler> , OpenGl_Resource >(m,"OpenGl_Sampler",R"#(Class implements OpenGL sampler object resource that stores the sampling parameters for a texture access.Class implements OpenGL sampler object resource that stores the sampling parameters for a texture access.)#");
py::class_<OpenGl_ShaderObject ,opencascade::handle<OpenGl_ShaderObject> , OpenGl_Resource >(m,"OpenGl_ShaderObject",R"#(Wrapper for OpenGL shader object.Wrapper for OpenGL shader object.)#");
py::class_<OpenGl_StructureShadow ,opencascade::handle<OpenGl_StructureShadow> , OpenGl_Structure >(m,"OpenGl_StructureShadow",R"#(Dummy structure which just redirects to groups of another structure.Dummy structure which just redirects to groups of another structure.)#");
py::class_<OpenGl_TriangleSet , shared_ptr<OpenGl_TriangleSet> , OpenGl_BVHTriangulation3f >(m,"OpenGl_TriangleSet",R"#(Triangulation of single OpenGL primitive array.)#");
py::class_<OpenGl_DepthPeeling ,opencascade::handle<OpenGl_DepthPeeling> , OpenGl_NamedResource >(m,"OpenGl_DepthPeeling",R"#(Class provides FBOs for dual depth peeling.)#");
py::class_<OpenGl_FrameBuffer ,opencascade::handle<OpenGl_FrameBuffer> , OpenGl_NamedResource >(m,"OpenGl_FrameBuffer",R"#(Class implements FrameBuffer Object (FBO) resource intended for off-screen rendering.Class implements FrameBuffer Object (FBO) resource intended for off-screen rendering.)#");
py::class_<OpenGl_IndexBuffer ,opencascade::handle<OpenGl_IndexBuffer> , OpenGl_Buffer >(m,"OpenGl_IndexBuffer",R"#(Index buffer is just a VBO with special target (GL_ELEMENT_ARRAY_BUFFER).Index buffer is just a VBO with special target (GL_ELEMENT_ARRAY_BUFFER).)#");
py::class_<OpenGl_PBREnvironment ,opencascade::handle<OpenGl_PBREnvironment> , OpenGl_NamedResource >(m,"OpenGl_PBREnvironment",R"#(This class contains specular and diffuse maps required for Image Base Lighting (IBL) in PBR shading model with it's generation methods.)#");
py::class_<OpenGl_ShaderProgram ,opencascade::handle<OpenGl_ShaderProgram> , OpenGl_NamedResource >(m,"OpenGl_ShaderProgram",R"#(Wrapper for OpenGL program object.Wrapper for OpenGL program object.Wrapper for OpenGL program object.)#");
py::class_<OpenGl_ShadowMap ,opencascade::handle<OpenGl_ShadowMap> , OpenGl_NamedResource >(m,"OpenGl_ShadowMap",R"#(This class contains shadow mapping resources.)#");
py::class_<OpenGl_Texture ,opencascade::handle<OpenGl_Texture> , OpenGl_NamedResource >(m,"OpenGl_Texture",R"#(Texture resource.Texture resource.)#");
py::class_<OpenGl_TextureBuffer ,opencascade::handle<OpenGl_TextureBuffer> , OpenGl_Buffer >(m,"OpenGl_TextureBuffer",R"#(Texture Buffer Object. This is a special 1D texture that VBO-style initialized. The main differences from general 1D texture: - no interpolation between field; - greater sizes; - special sampler object in GLSL shader to access data by index.Texture Buffer Object. This is a special 1D texture that VBO-style initialized. The main differences from general 1D texture: - no interpolation between field; - greater sizes; - special sampler object in GLSL shader to access data by index.)#");
py::class_<OpenGl_UniformBuffer ,opencascade::handle<OpenGl_UniformBuffer> , OpenGl_Buffer >(m,"OpenGl_UniformBuffer",R"#(Uniform buffer object.)#");
py::class_<OpenGl_VertexBuffer ,opencascade::handle<OpenGl_VertexBuffer> , OpenGl_Buffer >(m,"OpenGl_VertexBuffer",R"#(Vertex Buffer Object - is a general storage object for vertex attributes (position, normal, color). Notice that you should use OpenGl_IndexBuffer specialization for array of indices.Vertex Buffer Object - is a general storage object for vertex attributes (position, normal, color). Notice that you should use OpenGl_IndexBuffer specialization for array of indices.)#");
py::class_<OpenGl_PointSprite ,opencascade::handle<OpenGl_PointSprite> , OpenGl_Texture >(m,"OpenGl_PointSprite",R"#(Point sprite resource. On modern hardware it will be texture with extra parameters. On ancient hardware sprites will be drawn using bitmaps.Point sprite resource. On modern hardware it will be texture with extra parameters. On ancient hardware sprites will be drawn using bitmaps.Point sprite resource. On modern hardware it will be texture with extra parameters. On ancient hardware sprites will be drawn using bitmaps.)#");
};
// user-defined post-inclusion per module
// user-defined post
|