/usr/include/osg/ShaderComposer is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
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 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_SHADERCOMPOSER
#define OSG_SHADERCOMPOSER 1
#include <osg/Object>
#include <osg/StateAttribute>
#include <osg/Program>
namespace osg {
// forward declare osg::State
class State;
typedef std::vector<osg::ShaderComponent*> ShaderComponents;
class OSG_EXPORT ShaderComposer : public osg::Object
{
public:
ShaderComposer();
ShaderComposer(const ShaderComposer& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Object(osg, ShaderComposer)
virtual osg::Program* getOrCreateProgram(const ShaderComponents& shaderComponents);
typedef std::vector< const osg::Shader* > Shaders;
virtual osg::Shader* composeMain(const Shaders& shaders);
virtual void addShaderToProgram(Program* program, const Shaders& shaders);
/// kept for backward compatibility
void releaseGLObjects(osg::State* state) { static_cast<const ShaderComposer*>(this)->releaseGLObjects(state); }
virtual void releaseGLObjects(osg::State* state) const;
protected:
virtual ~ShaderComposer();
typedef std::map< ShaderComponents, ref_ptr<Program> > ProgramMap;
ProgramMap _programMap;
typedef std::map< Shaders, ref_ptr<Shader> > ShaderMainMap;
ShaderMainMap _shaderMainMap;
};
}
#endif
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