/usr/include/osgEarthUtil/LogarithmicDepthBuffer is in libosgearth-dev 2.7.0+dfsg-2+b3.
This file is owned by root:root, with mode 0o644.
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/* 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.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* 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_UTIL_LOG_DEPTH_BUFFER_H
#define OSGEARTH_UTIL_LOG_DEPTH_BUFFER_H 1
#include <osgEarthUtil/Common>
#include <osg/Camera>
namespace osgEarth { namespace Util
{
/**
* Installs and controls a logarithmic depth buffer that improves
* rendering of close and far objects in the same view without
* z-fighting artifacts.
*
* Note: If you have any RTT cameras that deal with depth data,
* they need to use a log buffer as well! (e.g., ClampingTechnique)
*
* Another Note: For this to work properly, sufficient tessellation
* of objects very close to the camera is necessary. Huge polygons
* that intersect the near plane are likely to be clipped in their
* entirely. Increasing the tessellation can resolve that issue.
*/
class OSGEARTHUTIL_EXPORT LogarithmicDepthBuffer
{
public:
/** Constructs a logarithmic depth buffer controller. */
LogarithmicDepthBuffer();
/**
* Whether to write to gl_FragDepth. (default = true)
* Pro: accurate clipping near the camera regardless of weak tessellation
* Con: writes to gl_FragDepth defeats early-Z testing on the GPU (hurting
* performance in fill-limited scenarios)
*
* Set this before calling install().
*/
void setUseFragDepth(bool value);
bool getUseFragDepth() const { return _useFragDepth; }
/** is it supported on this platform? */
bool supported() const { return _supported; }
/** Installs a logarithmic depth buffer on a camera. */
void install(osg::Camera* camera);
/** Uninstalls a logarithmic depth buffer from a camera. */
void uninstall(osg::Camera* camera);
protected:
osg::ref_ptr<osg::NodeCallback> _cullCallback;
bool _supported;
bool _useFragDepth;
osg::ref_ptr<osg::Uniform> _FCUniform;
};
} } // namespace osgEarth::Util
#endif // OSGEARTH_UTIL_LOG_DEPTH_BUFFER_H
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