This file is indexed.

/usr/share/openscenegraph/examples/osgtexture1D/osgtexture1D.cpp is in openscenegraph-examples 3.0.1-4.

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
/* OpenSceneGraph example, osgtexture1D.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the "Software"), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  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.
*/

#include <osg/Notify>
#include <osg/Texture1D>
#include <osg/TexGenNode>
#include <osg/Material>

#include <osgDB/Registry>
#include <osgDB/ReadFile>

#include <osgViewer/Viewer>

#include <iostream>

// Creates a stateset which contains a 1D texture which is populated by contour banded color,
// and allows tex gen to override the S texture coordinate
osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
{
    osg::Image* image = new osg::Image;

    int noPixels = 1024;
    
    // allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivalent to a Vec4!
    image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
    image->setInternalTextureFormat(GL_RGBA);
    
    typedef std::vector<osg::Vec4> ColorBands;
    ColorBands colorbands;
    colorbands.push_back(osg::Vec4(0.0f,0.0,0.0,1.0f));
    colorbands.push_back(osg::Vec4(1.0f,0.0,0.0,1.0f));
    colorbands.push_back(osg::Vec4(1.0f,1.0,0.0,1.0f));
    colorbands.push_back(osg::Vec4(0.0f,1.0,0.0,1.0f));
    colorbands.push_back(osg::Vec4(0.0f,1.0,1.0,1.0f));
    colorbands.push_back(osg::Vec4(0.0f,0.0,1.0,1.0f));
    colorbands.push_back(osg::Vec4(1.0f,0.0,1.0,1.0f));
    colorbands.push_back(osg::Vec4(1.0f,1.0,1.0,1.0f));

    float nobands = colorbands.size();
    float delta = nobands/(float)noPixels;
    float pos = 0.0f;

    // fill in the image data.    
    osg::Vec4* dataPtr = (osg::Vec4*)image->data();
    for(int i=0;i<noPixels;++i,pos+=delta)
    {
        //float p = floorf(pos);
        //float r = pos-p;
        //osg::Vec4 color = colorbands[(int)p]*(1.0f-r);
        //if (p+1<colorbands.size()) color += colorbands[(int)p+1]*r;
        osg::Vec4 color = colorbands[(int)pos];
        *dataPtr++ = color;
    }
    
    osg::Texture1D* texture = new osg::Texture1D;
    texture->setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::MIRROR);
    texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::LINEAR);
    texture->setImage(image);
    
    osg::Material* material = new osg::Material;
    
    osg::StateSet* stateset = new osg::StateSet;
    
    stateset->setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE);
    stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
    stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
    stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);

    stateset->setTextureMode(0,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
    
    stateset->setAttribute(material,osg::StateAttribute::OVERRIDE);
    
    return stateset;
}


// An app callback which alternates the tex gen mode between object linear and eye linear to illustrate what differences it makes.
class AnimateTexGenCallback : public osg::NodeCallback
{
    public:
        AnimateTexGenCallback() {}
        
        void animateTexGen(osg::TexGenNode* texgenNode,double time)
        {
            // here we simply get any existing texgen, and then increment its
            // plane, pushing the R coordinate through the texture.
            const double timeInterval = 2.0f;
            
            static double previousTime = time;
            static bool state = false;
            while (time>previousTime+timeInterval)
            {
                previousTime+=timeInterval;
                state = !state;
            }
        
            if (state)
            {
                texgenNode->getTexGen()->setMode(osg::TexGen::OBJECT_LINEAR);
            }
            else
            {
                texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
            }
            
        }

        virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
        { 
            osg::TexGenNode* texgenNode = dynamic_cast<osg::TexGenNode*>(node);

            if (texgenNode && nv->getFrameStamp())
            {
                // we have an exisitng stateset, so lets animate it.
                animateTexGen(texgenNode,nv->getFrameStamp()->getSimulationTime());
            }

            // note, callback is repsonsible for scenegraph traversal so
            // should always include call the traverse(node,nv) to ensure 
            // that the rest of cullbacks and the scene graph are traversed.
            traverse(node,nv);
        } 
};


int main( int argc, char **argv )
{

    // use an ArgumentParser object to manage the program arguments.
    osg::ArgumentParser arguments(&argc,argv);
   
    // construct the viewer.
    osgViewer::Viewer viewer;

    // load the images specified on command line
    osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
  
    // if not loaded assume no arguments passed in, try use default mode instead.
    if (!loadedModel) loadedModel = osgDB::readNodeFile("dumptruck.osgt");
    
    if (!loadedModel)
    {
        osg::notify(osg::NOTICE)<<arguments.getApplicationUsage()->getCommandLineUsage()<<std::endl;
        return 0;
    }

    osg::StateSet* stateset = create1DTextureStateToDecorate(loadedModel);
    if (!stateset)
    {
        std::cout<<"Error: failed to create 1D texture state."<<std::endl;
        return 1;
    }


    loadedModel->setStateSet(stateset);

    osg:: Group *root = new osg:: Group;
    root -> addChild( loadedModel );

    // The contour banded color texture is used in conjunction with TexGenNode
    // to create contoured models, either in object linear coords - like
    // contours on a map, or eye linear which contour the distance from
    // the eye. An app callback toggles between the two tex gen modes.
    osg::TexGenNode* texgenNode = new osg::TexGenNode;
    texgenNode->setReferenceFrame( osg::TexGenNode::ABSOLUTE_RF );
    texgenNode->getTexGen()->setMode( osg::TexGen::OBJECT_LINEAR );

    const osg::BoundingSphere& bs = loadedModel->getBound();
    float zBase = bs.center().z()-bs.radius();
    float zScale = 2.0f/bs.radius();
    texgenNode->getTexGen()->setPlane(osg::TexGen::S,osg::Plane(0.0f,0.0f,zScale,-zBase));

    texgenNode->setUpdateCallback(new AnimateTexGenCallback());

    root -> addChild( texgenNode );


    viewer.setSceneData( root );

    return viewer.run();
}