/usr/include/osgEarth/Clamping 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.
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/* 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.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* 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_CLAMPING_H
#define OSGEARTH_CLAMPING_H
#include <osgEarth/Common>
#include <osg/Node>
#include <osg/Geometry>
namespace osgEarth
{
/**
* Support for GPU Clamping.
*
* GPU Clamping makes use of a custom vertex attribute. The contents of this
* vec4 attribute are:
* attr[0] : X coordinate of reference vertex
* attr[1] : Y coordinate of reference vertex
* attr[2] : Vertical offset to apply after clamping
* attr[3] : 0 = clamp vertex directly; 1 = clamp indirectly using reference vertex
*/
class OSGEARTH_EXPORT Clamping
{
public:
// GLSL attribute binding location for clamping vertex attributes
static const int AnchorAttrLocation;
// Name of the clamping anchor vertex attribute
static const char* AnchorAttrName;
// Name of the boolean uniform that tells the shader whether the
// geometry has clamping attributes.
static const char* HasAttrsUniformName;
// Name of the uniform used to apply an altitude offset to clamped geometry
static const char* AltitudeOffsetUniformName;
// When setting clamping vertex attributes, use these constants in
// the alpha channel to indicate whether the vertex is to be clamped
// to the reference vertex in the attribute data, or to the ground.
static const float ClampToAnchor;
static const float ClampToGround;
// Installs a uniform on the stateset indicating that geometry has the
// clamping vertex attribute installed.
static void installHasAttrsUniform(
osg::StateSet* stateset );
static void applyDefaultClampingAttrs(
osg::Node* node,
float verticalOffset =0.0f);
static void applyDefaultClampingAttrs(
osg::Geometry* geom,
float verticalOffset =0.0f);
};
}
#endif // OSGEARTH_CLAMPING_H
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