/usr/include/osgEarthSymbology/StencilVolumeNode is in libosgearth-dev 2.7.0+dfsg-2+b3.
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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 | /* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2015 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 OSGEARTHSYMBOLOGY_STENCIL_VOLUME_NODE_H
#define OSGEARTHSYMBOLOGY_STENCIL_VOLUME_NODE_H 1
#include <osgEarthSymbology/Common>
#include <osgEarthSymbology/Geometry>
#include <osgEarth/MaskNode>
#include <osgEarth/ThreadingUtils>
#include <osg/Group>
#include <osg/Vec4>
#include <queue>
namespace osgEarth { namespace Symbology
{
class OSGEARTHSYMBOLOGY_EXPORT StencilVolumeNode : public osgEarth::MaskNode
{
public:
/**
* Constructs a stencil masking node.
*
* @param preRenderChildrenToDepthBuffer
* Normally, this node will render the stencil volumes first and then
* render the children (which will be masked by the stencil). If you need
* to pre-render the children to the depth buffer, set this to TRUE. You
* need to do this is you are creating a straight render mask.
*
* @param inverted
* Inverts the stencil buffer, masking the opposite pixels that would
* normally be masked.
*/
StencilVolumeNode(
bool preRenderChildrenToDepthBuffer =false,
bool inverted =false );
/**
* Copy constructor
*/
StencilVolumeNode( const StencilVolumeNode& rhs, const osg::CopyOp& op =osg::CopyOp::DEEP_COPY_ALL );
/** dtor */
virtual ~StencilVolumeNode() { }
META_Node(osgEarth::Symbology,StencilVolumeNode);
//override
virtual void traverse( osg::NodeVisitor& nv );
public: // props
// sets the render bins and returns the next available bin.
int setBaseRenderBin( int bin );
// adds stenciling volume geometry (safely during the next update traversal, if necessary)
void addVolumes( osg::Node* node, bool onNextUpdate =true );
public: // utilties
/**
* Generates a full screen quad that you can use to colorize
* stencil volumes
*/
static osg::Node* createFullScreenQuad( const osg::Vec4f& color );
public: //osg::Group overrides
virtual bool addChild( Node *child );
virtual bool insertChild( unsigned int index, Node *child );
virtual bool removeChildren(unsigned int pos,unsigned int numChildrenToRemove);
virtual bool replaceChild( Node *origChild, Node* newChild );
virtual bool setChild( unsigned int i, Node* node );
virtual osg::BoundingSphere computeBound() const;
protected:
void init();
osg::ref_ptr<osg::Group> _root;
osg::Group* _stencilGroup1;
osg::Group* _stencilGroup2;
osg::Group* _depthPass;
osg::Group* _renderPass;
bool _inverted;
bool _preRenderChildrenToDepthBuffer;
Threading::Mutex _addVolumesMutex;
std::queue< osg::ref_ptr<osg::Node> > _volumesToAdd;
void addQueuedVolumes();
};
} } // namespace osgEarth::Symbology
#endif // OSGEARTHSYMBOLOGY_STENCIL_VOLUME_NODE_H
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