/usr/include/osgEarth/ClampingTechnique is in libosgearth-dev 2.5.0+dfsg-2+b2.
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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 | /* -*-c++-*- */
/* 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_OVERLAY_CLAMPING_TECHNIQUE
#define OSGEARTH_OVERLAY_CLAMPING_TECHNIQUE
#include <osgEarth/Common>
#include <osgEarth/OverlayDecorator>
#include <osg/TexGenNode>
#include <osg/Uniform>
#define OSGEARTH_CLAMPING_BIN "osgEarth::ClampingBin"
namespace osgEarth
{
class TerrainEngineNode;
/**
* Clamps geometry to the terrain using the GPU.
*
* This overlay technique installs a shader that samples the depth
* of the underlying terrain and then adjusts the vertex position to
* the height of the terrain. It then applies a depth offset in order
* to mitigate Z-fighting.
*
* Approach
*
* This technique works by first setting up a nadir-view RTT camera that
* captures the depth component of the terrain within the view frustum of
* the main camera. Then the GPU uses this "depth texture" to move each
* vertex so it coindices with the terrain.
*
* Limitations
*
* Since this is an orthographic view, the effective resolution of depth
* data close to the camera may not be quite sufficient, especially when
* the camera is pitched up looking out over the horizon. As a reuslt, you
* may see the verts "jitter" slightly in the Z direciton as you camera moves.
*
* Performance takes a hit since we need to RTT the terrain in a pre-render
* pass.
*/
class OSGEARTH_EXPORT ClampingTechnique : public OverlayTechnique
{
public:
typedef osg::Group* (*TechniqueProvider)(class MapNode*);
static TechniqueProvider Provider;
public:
ClampingTechnique();
/**
* The size (resolution in both directions) of the depth map texture. By
* default, this defaults to 4096 or your hardware's maximum supported
* texture size, whichever is less.
*/
void setTextureSize( int texSize );
int getTextureSize() const { return *_textureSize; }
public: // OverlayTechnique
bool hasData(
OverlayDecorator::TechRTTParams& params) const;
void reestablish(
TerrainEngineNode* engine );
void preCullTerrain(
OverlayDecorator::TechRTTParams& params,
osgUtil::CullVisitor* cv );
void cullOverlayGroup(
OverlayDecorator::TechRTTParams& params,
osgUtil::CullVisitor* cv );
void onInstall( TerrainEngineNode* engine );
void onUninstall( TerrainEngineNode* engine );
protected:
virtual ~ClampingTechnique() { }
private:
int _textureUnit;
optional<int> _textureSize;
TerrainEngineNode* _engine;
private:
void setUpCamera(OverlayDecorator::TechRTTParams& params);
};
} // namespace osgEarth
#endif //OSGEARTH_OVERLAY_CLAMPING_TECHNIQUE
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