This file is indexed.

/usr/include/osgEarth/ShaderUtils is in libosgearth-dev 2.7.0+dfsg-2+b3.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
/* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
 * Copyright 2015 Pelican Mapping
 * http://osgearth.org
 *
 * osgEarth is free software; you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>
 */
#ifndef OSGEARTH_SHADER_UTILS_H
#define OSGEARTH_SHADER_UTILS_H 1

#include <osgEarth/Common>
#include <osg/NodeCallback>
#include <osg/StateSet>
#include <osg/Uniform>
#include <osg/Light>
#include <osg/Material>
#include <osg/observer_ptr>
#include <osgDB/Options>
#include <map>

namespace osgEarth
{
    /**
     * ShaderPolicy encodes general behavior when deciding how to
     * employ shaders in certain situations
     */
    enum ShaderPolicy
    {
        SHADERPOLICY_DISABLE,
        SHADERPOLICY_GENERATE,
        SHADERPOLICY_INHERIT
    };

    /**
    * Container for light uniforms
    */
    //light product
    struct osg_LightProducts 
    { 
        osg_LightProducts(int id);
        
        osg::ref_ptr<osg::Uniform> ambient; // vec4 
        osg::ref_ptr<osg::Uniform> diffuse; // vec4
        osg::ref_ptr<osg::Uniform> specular; //vec4

        // GLSL strings
        static std::string glslDefinition();
    };


    struct osg_LightSourceParameters 
    { 
        osg_LightSourceParameters(int id);
        
        void setUniformsFromOsgLight(const osg::Light* light, osg::Matrix viewMatrix, const osg::Material* frontMat);
        void applyState(osg::StateSet* stateset);
        
        osg::ref_ptr<osg::Uniform>  ambient; // vec4
        osg::ref_ptr<osg::Uniform>  diffuse; // vec4 
        osg::ref_ptr<osg::Uniform>  specular; // vec4
        osg::ref_ptr<osg::Uniform>  position; // vec4
        osg::ref_ptr<osg::Uniform>  halfVector; // vec4 
        osg::ref_ptr<osg::Uniform>  spotDirection; // vec3 
        osg::ref_ptr<osg::Uniform>  spotExponent; // float
        osg::ref_ptr<osg::Uniform>  spotCutoff; // float
        osg::ref_ptr<osg::Uniform>  spotCosCutoff; // float
        osg::ref_ptr<osg::Uniform>  constantAttenuation; // float 
        osg::ref_ptr<osg::Uniform>  linearAttenuation; // float
        osg::ref_ptr<osg::Uniform>  quadraticAttenuation; // float

        //just store the light product in here
        osg_LightProducts _frontLightProduct;

        // GLSL strings
        static std::string glslDefinition();
    };

    /**
     * Preprocesses GLES shader source to include our osg_LightProducts and osg_LightSourceParameters
     * definitions and uniforms.
     */
    class OSGEARTH_EXPORT ShaderPreProcessor
    {
    public:
        static void run(osg::Shader* shader);
    };

    /**
     * A callback that will update the osgEarth lighting uniforms (based on the
     * FFP lighting state) if necessary.
     */
    class OSGEARTH_EXPORT UpdateLightingUniformsHelper : public osg::NodeCallback
    {
    public:
        UpdateLightingUniformsHelper( bool useUpdateTraversal =false );
        virtual ~UpdateLightingUniformsHelper();

        void cullTraverse( osg::Node* node, osg::NodeVisitor* nv );
        void updateTraverse( osg::Node* node );

    public: // NodeCallback
        // for use as a cull callback.
        virtual void operator()(osg::Node*, osg::NodeVisitor* nv);

    protected:
        int   _maxLights;
        bool* _lightEnabled;
        bool  _lightingEnabled;
        bool  _dirty;
        bool  _applied;
        bool  _useUpdateTrav;
        OpenThreads::Mutex _stateSetMutex;

        //osg::ref_ptr<osg::Uniform> _lightingEnabledUniform;
        osg::ref_ptr<osg::Uniform> _lightEnabledUniform;
         
        std::vector<osg_LightSourceParameters>   _osgLightSourceParameters; 
    };

    /**
     * Helper class for dealing with array uniforms. Array uniform naming works
     * differently on different drivers (ATI vs NVIDIA), so this class helps mitigate
     * those differences.
     */
    class OSGEARTH_EXPORT ArrayUniform //  : public osg::Referenced
    {
    public:
        /** Empty array uniform */
        ArrayUniform() { }

        /**
         * Creates or retrieves a named uniform array.
         */
        ArrayUniform(
            const std::string& name,
            osg::Uniform::Type type,
            osg::StateSet*     stateSet,
            unsigned           size =1 );

        /** dtor */
        virtual ~ArrayUniform() { }

        void attach(
            const std::string& name,
            osg::Uniform::Type type,
            osg::StateSet*     stateSet,
            unsigned           size =1 );

        void detach();

        void setElement( unsigned index, int value );
        void setElement( unsigned index, unsigned value );
        void setElement( unsigned index, bool value );
        void setElement( unsigned index, float value );
        void setElement( unsigned index, const osg::Matrix& value );
        void setElement( unsigned index, const osg::Vec3& value );

        bool getElement( unsigned index, int& out_value ) const;
        bool getElement( unsigned index, unsigned& out_value ) const;
        bool getElement( unsigned index, bool& out_value ) const;
        bool getElement( unsigned index, float& out_value ) const;
        bool getElement( unsigned index, osg::Matrix& out_value ) const;
        bool getElement( unsigned index, osg::Vec3& out_value ) const;

        bool isValid() const { return _uniform.valid() && _uniformAlt.valid(); }
        int getNumElements() const { return isValid() ? _uniform->getNumElements() : -1; }

        bool isDirty() const { return
            (_uniform.valid() && _uniform->getModifiedCount() > 0) ||
            (_uniformAlt.valid() && _uniformAlt->getModifiedCount() > 0); }

    private:
        osg::ref_ptr<osg::Uniform>       _uniform;
        osg::ref_ptr<osg::Uniform>       _uniformAlt;
        osg::observer_ptr<osg::StateSet> _stateSet;

        void ensureCapacity( unsigned newSize );
    };


    /**
     * Cull callback that installs a range (distance to view point) uniform
     * in the State based on the bounding center of the node being culled.
     * The actual name of the range uniform can is returned by
     * ShaderFactory::getRangeUniformName().
     */
    class OSGEARTH_EXPORT RangeUniformCullCallback : public osg::NodeCallback
    {
    public:
        RangeUniformCullCallback();
        void operator()(osg::Node*, osg::NodeVisitor* nv);

        // testing
        void setDump(bool v) { _dump = true; }

    private:
        osg::ref_ptr<osg::StateSet> _stateSet;
        osg::ref_ptr<osg::Uniform>  _uniform;
        bool                        _dump;
    };


    /**
     * Shader that will discard fragments whose alpha component falls below
     * the specified threshold.
     */
    class OSGEARTH_EXPORT DiscardAlphaFragments
    {
    public:
        void install(osg::StateSet* ss, float minAlpha) const;
        void uninstall(osg::StateSet* ss) const;
    };
}

#endif // OSGEARTH_SHADER_UTILS_H