This file is indexed.

/usr/include/osgShadow/ViewDependentShadowMap is in libopenscenegraph-dev 3.2.3+dfsg1-2+b4.

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
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2011 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 OSGSHADOW_VIEWDEPENDENTSHADOWMAP
#define OSGSHADOW_VIEWDEPENDENTSHADOWMAP 1

#include <osg/Camera>
#include <osg/Material>
#include <osg/MatrixTransform>
#include <osg/LightSource>
#include <osg/PolygonOffset>

#include <osgShadow/ShadowTechnique>

namespace osgShadow {

/** ViewDependentShadowMap provides an base implementation of view dependent shadow mapping techniques.*/
class OSGSHADOW_EXPORT ViewDependentShadowMap : public ShadowTechnique
{
    public :
        ViewDependentShadowMap();

        ViewDependentShadowMap(const ViewDependentShadowMap& vdsm, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);

        META_Object(osgShadow, ViewDependentShadowMap);

        /** initialize the ShadowedScene and local cached data structures.*/
        virtual void init();

        /** run the update traversal of the ShadowedScene and update any loca chached data structures.*/
        virtual void update(osg::NodeVisitor& nv);

        /** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
        virtual void cull(osgUtil::CullVisitor& cv);

        /** Resize any per context GLObject buffers to specified size. */
        virtual void resizeGLObjectBuffers(unsigned int maxSize);

        /** If State is non-zero, this function releases any associated OpenGL objects for
           * the specified graphics context. Otherwise, releases OpenGL objects
           * for all graphics contexts. */
        virtual void releaseGLObjects(osg::State* = 0) const;

        /** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
        virtual void cleanSceneGraph();


        struct OSGSHADOW_EXPORT Frustum
        {
            Frustum(osgUtil::CullVisitor* cv, double minZNear, double maxZFar);

            osg::Matrixd projectionMatrix;
            osg::Matrixd modelViewMatrix;

            typedef std::vector<osg::Vec3d> Vertices;
            Vertices corners;

            typedef std::vector<unsigned int> Indices;
            typedef std::vector<Indices> Faces;
            Faces faces;

            typedef std::vector<Indices> Edges;
            Edges edges;

            osg::Vec3d eye;
            osg::Vec3d centerNearPlane;
            osg::Vec3d centerFarPlane;
            osg::Vec3d center;
            osg::Vec3d frustumCenterLine;
        };

        // forward declare
        class ViewDependentData;

        struct OSGSHADOW_EXPORT LightData : public osg::Referenced
        {
            LightData(ViewDependentData* vdd);

            virtual void setLightData(osg::RefMatrix* lm, const osg::Light* l, const osg::Matrixd& modelViewMatrix);

            ViewDependentData*                  _viewDependentData;

            osg::ref_ptr<osg::RefMatrix>        lightMatrix;
            osg::ref_ptr<const osg::Light>      light;

            osg::Vec4d                          lightPos;
            osg::Vec3d                          lightPos3;
            osg::Vec3d                          lightDir;
            bool                                directionalLight;

            typedef std::vector<unsigned int> ActiveTextureUnits;
            ActiveTextureUnits                   textureUnits;
        };

        typedef std::list< osg::ref_ptr<LightData> > LightDataList;

        struct OSGSHADOW_EXPORT ShadowData : public osg::Referenced
        {
            ShadowData(ViewDependentData* vdd);

            virtual void releaseGLObjects(osg::State* = 0) const;

            ViewDependentData*                  _viewDependentData;

            unsigned int                        _textureUnit;
            osg::ref_ptr<osg::Texture2D>        _texture;
            osg::ref_ptr<osg::TexGen>           _texgen;
            osg::ref_ptr<osg::Camera>           _camera;
        };

        typedef std::list< osg::ref_ptr<ShadowData> > ShadowDataList;


        class OSGSHADOW_EXPORT ViewDependentData : public osg::Referenced
        {
        public:
            ViewDependentData(ViewDependentShadowMap* vdsm);

            const ViewDependentShadowMap* getViewDependentShadowMap() const { return _viewDependentShadowMap; }

            LightDataList& getLightDataList() { return _lightDataList; }

            ShadowDataList& getShadowDataList() { return _shadowDataList; }

            osg::StateSet* getStateSet() { return _stateset.get(); }

            virtual void releaseGLObjects(osg::State* = 0) const;

        protected:
            virtual ~ViewDependentData() {}

            ViewDependentShadowMap*     _viewDependentShadowMap;

            osg::ref_ptr<osg::StateSet> _stateset;

            LightDataList               _lightDataList;
            ShadowDataList              _shadowDataList;
        };

        virtual ViewDependentData* createViewDependentData(osgUtil::CullVisitor* cv);

        ViewDependentData* getViewDependentData(osgUtil::CullVisitor* cv);



        virtual void createShaders();

        virtual bool selectActiveLights(osgUtil::CullVisitor* cv, ViewDependentData* vdd) const;

        virtual osg::Polytope computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight);

        virtual bool computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix);

        virtual bool adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera);

        virtual bool assignTexGenSettings(osgUtil::CullVisitor* cv, osg::Camera* camera, unsigned int textureUnit, osg::TexGen* texgen);

        virtual void cullShadowReceivingScene(osgUtil::CullVisitor* cv) const;

        virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const;

        virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd) const;


protected:
        virtual ~ViewDependentShadowMap();

        typedef std::map< osgUtil::CullVisitor*, osg::ref_ptr<ViewDependentData> >  ViewDependentDataMap;
        mutable OpenThreads::Mutex              _viewDependentDataMapMutex;
        ViewDependentDataMap                    _viewDependentDataMap;

        osg::ref_ptr<osg::StateSet>             _shadowRecievingPlaceholderStateSet;

        osg::ref_ptr<osg::StateSet>             _shadowCastingStateSet;
        osg::ref_ptr<osg::PolygonOffset>        _polygonOffset;
        osg::ref_ptr<osg::Texture2D>            _fallbackBaseTexture;
        osg::ref_ptr<osg::Texture2D>            _fallbackShadowMapTexture;

        typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
        mutable OpenThreads::Mutex              _accessUnfiromsAndProgramMutex;
        Uniforms                                _uniforms;
        osg::ref_ptr<osg::Program>              _program;
};

}

#endif