/usr/include/osgEarth/DepthOffset is in libosgearth-dev 2.4.0+dfsg-6.
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 2008-2013 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_DEPTH_ADJUSTMENT_H
#define OSGEARTH_DEPTH_ADJUSTMENT_H 1
#include <osgEarth/Common>
#include <osgEarth/Config>
#include <osg/Group>
#include <osg/Program>
#include <osg/Uniform>
/**
* Depth Offsetting.
*
* Geometry that coincides with the terrain can result in z-fighting artifacts.
* Depth offsetting mitigates this by biasing the depth value of the geometry.
* The idea is similar to polygon offsetting, but is dynamic and applies to all
* geometry (not just polygons).
*
* Depth offsetting works by pretending the vertex is closer to the camera
* than it actually is, and writing a depth value based on that simulated
* location. The distance we shift the vertex towards the camera is the "bias".
*
* The "range" is the distance from camera to vertex at which a given
* bias is applied. The minimum bias is applied to geometry at or below the
* minimum range; the maximum bias is applied to geometry at or above the
* maximum range; and the bias is interpolated for ranges in between.
*
* The tessellation granularity of the geometry affects how well depth offsetting
* works at a given camera distance. As a rule of thumb, the closer the camera is
* to the geometry, the more it needs to be tessellated in order for depth
* offsetting to work properly.
*/
namespace osgEarth
{
/**
* Depth Offsetting options.
*/
class OSGEARTH_EXPORT DepthOffsetOptions
{
public:
DepthOffsetOptions(const Config& conf =Config());
public:
/** whether to enable depth offsetting (when applicable) */
optional<bool>& enabled() { return _enabled; }
const optional<bool>& enabled() const { return _enabled; }
/** depth bias (in meters) applied at the minimum camera range. */
optional<float>& minBias() { return _minBias; }
const optional<float>& minBias() const { return _minBias; }
/** depth bias (in meters) applied at the maximum camera range. */
optional<float>& maxBias() { return _maxBias; }
const optional<float>& maxBias() const { return _maxBias; }
/** camera range (in meters) at which to apply the minimum depth bias. */
optional<float>& minRange() { return _minRange; }
const optional<float>& minRange() const { return _minRange; }
/** camera range (in meters) at which to apply the maximum depth bias. */
optional<float>& maxRange() { return _maxRange; }
const optional<float>& maxRange() const { return _maxRange; }
public:
Config getConfig() const;
private:
optional<bool> _enabled;
optional<float> _minBias;
optional<float> _maxBias;
optional<float> _minRange;
optional<float> _maxRange;
};
/**
* Controller that affects a stateset with depth offset settings.
* It does NOT install any shaders.
*/
class OSGEARTH_EXPORT DepthOffsetOptionsAdapter
{
public:
DepthOffsetOptionsAdapter(osg::StateSet* stateSet);
void setOptions(const DepthOffsetOptions& options);
const DepthOffsetOptions& getOptions() const { return _options; }
private:
osg::ref_ptr<osg::StateSet> _stateSet;
osg::ref_ptr<osg::Uniform> _biasUniform;
osg::ref_ptr<osg::Uniform> _rangeUniform;
DepthOffsetOptions _options;
};
/**
* Utilities to manage depth testing for feature data. Handy especially
* for terrain-conforming lines.
*/
class OSGEARTH_EXPORT DepthOffsetUtils
{
public:
/**
* Creates a uniform that will configure the depth adjustment program.
* The value of the uniform is the minimum depth offset applied to
* geometry under the program's stateset. If you pass in a graph, it
* will analyze it and attempt to come up with a reasonable default
* minimum offset.
*/
static osg::Uniform* createMinOffsetUniform( osg::Node* graphToAdjust =0L );
/**
* Analyses a graph, calculates a suitable minimum depth offset, and
* returns it. Also may install support uniforms within the graph as
* necessary to support depth offsetting.
*/
static float recalculate( const osg::Node* graph );
/**
* Traverses a graph and applies the necessary uniforms to statesets
* so they'll work with depth offsetting.
*/
static void prepareGraph( osg::Node* graph );
/**
* Creates a complete shader program that you can use to implement vertex
* depth adjustment. Use createUniform() to make a uniform for tweaking
* the depth offset value.
*/
static osg::Program* getOrCreateProgram();
/**
* Returns a uniform that, when used with the Program, can inform the program
* whether the underlying drawables are osgText drawables.
*/
static osg::Uniform* getIsTextUniform();
/**
* Returns a uniform that, when used with the Program, can inform the program
* whether the underlying drawables are NOT osgText drawables.
*/
static osg::Uniform* getIsNotTextUniform();
/**
* Creates the source for a depth adjustment vertex shader. Use this instead
* of createProgram() if you want you are using the shader composition framework.
* You can install this in any FunctionLocation.
*/
static std::string createVertexFunction(
const std::string& funcName ="osgearth_depth_adjustment_vertex" );
/**
* Creates the source for a depth adjustment fragment shader. Use this instead
* of createProgram() if you want you are using the shader composition framework.
* You can install this in any FunctionLocation.
*/
static std::string createFragmentFunction(
const std::string& funcName ="osgearth_depth_adjustment_fragment" );
};
/**
* Group that applies the depth offset technique to its children.
*/
class OSGEARTH_EXPORT DepthOffsetGroup : public osg::Group
{
public:
/**
* Constructs a new depth offset group
*/
DepthOffsetGroup();
/** dtor */
virtual ~DepthOffsetGroup() { }
/**
* Sets a minimum depth offset range (in scene units, e.g. meters)
* This is the minimim simulated depth offset that will be applied to
* geometry under this group.
*/
void setMinimumOffset( float value );
/**
* Sets the group to automatically calculate an "appropriate" minimum
* depth offset based on the child geometry. Whenever the child graph
* changes, it will attempt to recalculate the best offset to use.
*/
void setAutoMinimumOffset();
public: // osg::Node
virtual osg::BoundingSphere computeBound() const;
virtual void traverse(osg::NodeVisitor& );
protected:
bool _auto;
bool _dirty;
osg::Uniform* _minOffsetUniform;
void update();
void dirty();
};
} // namespace osgEarth
#endif // OSGEARTH_DEPTH_ADJUSTMENT_H
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