This file is indexed.

/usr/share/openscenegraph/examples/osgtessellationshaders/osgtessellationshaders.cpp is in openscenegraph-examples 3.2.0~rc1-4.

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
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
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
/* A demonstration of Tessellation Shaders in OpenScenegraph.
 * Original code by Philip Rideout
 * Adapted to OpenScenegraph by John Kaniarz
 */

#include <osg/Program>
#include <osg/PatchParameter>
#include <osg/ShapeDrawable>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>

static const char* vertSource = {
"#version 400\n"
"in vec4 osg_Vertex;\n"
"out vec3 vPosition;\n"
"void main(){\n"
"    vPosition = osg_Vertex.xyz;\n"
"}\n"
};
static const char* tessControlSource = {
"#version 400\n"
"layout(vertices = 3) out;\n"
"in vec3 vPosition[];\n"
"out vec3 tcPosition[];\n"
"uniform float TessLevelInner;\n"
"uniform float TessLevelOuter;\n"
"#define ID gl_InvocationID\n"
"void main(){\n"
"    tcPosition[ID] = vPosition[ID];\n"
"    if (ID == 0) {\n"
"        gl_TessLevelInner[0] = TessLevelInner;\n"
"        gl_TessLevelOuter[0] = TessLevelOuter;\n"
"        gl_TessLevelOuter[1] = TessLevelOuter;\n"
"        gl_TessLevelOuter[2] = TessLevelOuter;\n"
"    }\n"
"}\n"
};
static const char* tessEvalSource = {
"#version 400\n"
"layout(triangles, equal_spacing, cw) in;\n"
"in vec3 tcPosition[];\n"
"out vec3 tePosition;\n"
"out vec3 tePatchDistance;\n"
"uniform mat4 osg_ProjectionMatrix;\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"void main(){\n"
"    vec3 p0 = gl_TessCoord.x * tcPosition[0];\n"
"    vec3 p1 = gl_TessCoord.y * tcPosition[1];\n"
"    vec3 p2 = gl_TessCoord.z * tcPosition[2];\n"
"    tePatchDistance = gl_TessCoord;\n"
"    tePosition = normalize(p0 + p1 + p2);\n"
"    gl_Position = osg_ProjectionMatrix * osg_ModelViewMatrix * vec4(tePosition, 1);\n"
"}\n"
};
static const char* geomSource = {
"#version 400\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"uniform mat3 osg_NormalMatrix;\n"
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 3) out;\n"
"in vec3 tePosition[3];\n"
"in vec3 tePatchDistance[3];\n"
"out vec3 gFacetNormal;\n"
"out vec3 gPatchDistance;\n"
"out vec3 gTriDistance;\n"
"out vec4 gColor;\n"
"void main(){\n"
"    vec3 A = tePosition[2] - tePosition[0];\n"
"    vec3 B = tePosition[1] - tePosition[0];\n"
"    gFacetNormal = osg_NormalMatrix * normalize(cross(A, B));\n"
"    gPatchDistance = tePatchDistance[0];\n"
"    gTriDistance = vec3(1, 0, 0);\n"
"    gColor = osg_ModelViewMatrix[0];\n"
"    gl_Position = gl_in[0].gl_Position; EmitVertex();\n"
"    gPatchDistance = tePatchDistance[1];\n"
"    gTriDistance = vec3(0, 1, 0);\n"
"    gColor = osg_ModelViewMatrix[1];\n"
"    gl_Position = gl_in[1].gl_Position; EmitVertex();\n"
"    gPatchDistance = tePatchDistance[2];\n"
"    gTriDistance = vec3(0, 0, 1);\n"
"    gColor = osg_ModelViewMatrix[2];\n"
"    gl_Position = gl_in[2].gl_Position; EmitVertex();\n"
"    EndPrimitive();\n"
"}\n"
};
static const char* fragSource = {
"#version 400\n"
"out vec4 FragColor;\n"
"in vec3 gFacetNormal;\n"
"in vec3 gTriDistance;\n"
"in vec3 gPatchDistance;\n"
"in vec4 gColor;\n"
"in float gPrimitive;\n"
"uniform vec3 LightPosition;\n"
"uniform vec3 DiffuseMaterial;\n"
"uniform vec3 AmbientMaterial;\n"
"float amplify(float d, float scale, float offset){\n"
"    d = scale * d + offset;\n"
"    d = clamp(d, 0, 1);\n"
"    d = 1 - exp2(-2*d*d);\n"
"    return d;\n"
"}\n"
"void main(){\n"
"    vec3 N = normalize(gFacetNormal);\n"
"    vec3 L = LightPosition;\n"
"    float df = abs(dot(N, L));\n"
"    vec3 color = AmbientMaterial + df * DiffuseMaterial;\n"
"    float d1 = min(min(gTriDistance.x, gTriDistance.y), gTriDistance.z);\n"
"    float d2 = min(min(gPatchDistance.x, gPatchDistance.y), gPatchDistance.z);\n"
"    color = amplify(d1, 40, -0.5) * amplify(d2, 60, -0.5) * color;\n"
"    FragColor = vec4(color, 1.0);\n"
"}\n"
};

osg::ref_ptr<osg::Geode> CreateIcosahedron(osg::Program *program){
    osg::Geode *geode=new osg::Geode();
    osg::Geometry *geometry = new osg::Geometry();
    const unsigned int Faces[] = {
        2, 1, 0,
        3, 2, 0,
        4, 3, 0,
        5, 4, 0,
        1, 5, 0,

        11, 6,  7,
        11, 7,  8,
        11, 8,  9,
        11, 9,  10,
        11, 10, 6,

        1, 2, 6,
        2, 3, 7,
        3, 4, 8,
        4, 5, 9,
        5, 1, 10,

        2,  7, 6,
        3,  8, 7,
        4,  9, 8,
        5, 10, 9,
        1, 6, 10 };
    int IndexCount = sizeof(Faces) / sizeof(Faces[0]);
    const float Verts[] = {
         0.000f,  0.000f,  1.000f,
         0.894f,  0.000f,  0.447f,
         0.276f,  0.851f,  0.447f,
        -0.724f,  0.526f,  0.447f,
        -0.724f, -0.526f,  0.447f,
         0.276f, -0.851f,  0.447f,
         0.724f,  0.526f, -0.447f,
        -0.276f,  0.851f, -0.447f,
        -0.894f,  0.000f, -0.447f,
        -0.276f, -0.851f, -0.447f,
         0.724f, -0.526f, -0.447f,
         0.000f,  0.000f, -1.000f };

    int VertexCount = sizeof(Verts)/sizeof(float);
    osg::Vec3Array* vertices = new osg::Vec3Array();
    for(int i=0;i<VertexCount;i+=3){
        vertices->push_back(osg::Vec3(Verts[i],Verts[i+1],Verts[i+2]));
    }
    geometry->setVertexArray(vertices);
    geometry->addPrimitiveSet(new osg::DrawElementsUInt(osg::PrimitiveSet::PATCHES,IndexCount,Faces));

    geode->addDrawable(geometry);
    return geode;
}
osg::ref_ptr<osg::Program> createProgram(){
    osg::Program *program = new osg::Program();
    program->addShader(new osg::Shader(osg::Shader::VERTEX,vertSource));
    program->addShader(new osg::Shader(osg::Shader::TESSCONTROL,tessControlSource));
    program->addShader(new osg::Shader(osg::Shader::TESSEVALUATION,tessEvalSource));
    program->addShader(new osg::Shader(osg::Shader::GEOMETRY,geomSource));
    program->addShader(new osg::Shader(osg::Shader::FRAGMENT,fragSource));
    program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 3);
    program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES);
    program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP);
    return program;
}

float tessInner=1.0f;
float tessOuter=1.0f;
osg::ref_ptr<osg::Uniform> tessInnerU = new osg::Uniform("TessLevelInner",tessInner);
osg::ref_ptr<osg::Uniform> tessOuterU = new osg::Uniform("TessLevelOuter",tessOuter);

class KeyboardEventHandler : public osgGA::GUIEventHandler {
public:
    KeyboardEventHandler():osgGA::GUIEventHandler(){}
    virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& gaa){
        if(ea.getEventType()==osgGA::GUIEventAdapter::KEYDOWN){
            switch (ea.getKey()){
                case osgGA::GUIEventAdapter::KEY_Up:
                    tessOuter++;
                    tessOuterU->set(tessOuter);
                    return true;
                case osgGA::GUIEventAdapter::KEY_Down:
                    tessOuter--;
                    tessOuter=std::max(1.0f,tessOuter);
                    tessOuterU->set(tessOuter);
                    return true;
                case osgGA::GUIEventAdapter::KEY_Left:
                    tessInner--;
                    tessInner=std::max(1.0f,tessInner);
                    tessInnerU->set(tessInner);
                    return true;
                case osgGA::GUIEventAdapter::KEY_Right:
                    tessInner++;
                    tessInnerU->set(tessInner);
                    return true;
            }
        }
        return osgGA::GUIEventHandler::handle(ea,gaa);
    }
};

int main(int argc, char* argv[])
{
    osgViewer::Viewer viewer;
    viewer.setUpViewInWindow(100,100,800,600);
    osg::ref_ptr<osg::Program> program = createProgram();
    osg::ref_ptr<osg::Geode> geode = CreateIcosahedron(program.get());
    osg::StateSet *state;
    state = geode->getOrCreateStateSet();
    state->addUniform(new osg::Uniform("AmbientMaterial",osg::Vec3(0.04f, 0.04f, 0.04f)));
    state->addUniform(new osg::Uniform("DiffuseMaterial",osg::Vec3(0.0f, 0.75f, 0.75f)));
    state->addUniform(new osg::Uniform("LightPosition",osg::Vec3(0.25f, 0.25f, 1.0f)));
    state->addUniform(tessInnerU.get());
    state->addUniform(tessOuterU.get());
    state->setAttribute(new osg::PatchParameter(3));
    state->setAttribute(program.get());
    
    // switch on the uniforms that track the modelview and projection matrices
    osgViewer::Viewer::Windows windows;
    viewer.getWindows(windows);
    for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
        itr != windows.end();
        ++itr)
    {
        osg::State *s=(*itr)->getState();
        s->setUseModelViewAndProjectionUniforms(true);
        s->setUseVertexAttributeAliasing(true);
    }
    
    viewer.addEventHandler(new KeyboardEventHandler());
    viewer.setSceneData(geode.get());
    return viewer.run();
}