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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2011 Torus Knot Software Ltd
Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de>								

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

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.
-----------------------------------------------------------------------------
*/
#ifndef __ShadowCameraSetupFocused_H__
#define __ShadowCameraSetupFocused_H__

#include "OgrePrerequisites.h"
#include "OgreShadowCameraSetup.h"
#include "OgrePolygon.h"
#include "OgreConvexBody.h"


namespace Ogre {

	class ConvexBody;

	/** \addtogroup Core
	*  @{
	*/
	/** \addtogroup Scene
	*  @{
	*/
	/** Implements the uniform shadow mapping algorithm in focused mode.
	@remarks
		Differs from the default shadow mapping projection in that it focuses the
		shadow map on the visible areas of the scene. This results in better
		shadow map texel usage, at the expense of some 'swimming' of the shadow
		texture on receivers as the basis is constantly being reevaluated.
	@note
		Original implementation by Matthias Fink <matthias.fink@web.de>, 2006.
	*/
	class _OgreExport FocusedShadowCameraSetup : public ShadowCameraSetup
	{
	protected:
		/** Transform to or from light space as defined by Wimmer et al.
		@remarks
		Point and spot lights need to be converted to directional lights to enable a 1:1 
		light mapping. Otherwise a directional light may become a point light or a point 
		sink (opposite of a light source) or point/spot lights may become directional lights
		or light sinks. The light direction is always -y.
		*/
		static const Matrix4 msNormalToLightSpace;
		static const Matrix4 msLightSpaceToNormal;

		/** Temporary preallocated frustum to set up a projection matrix in 
		::calculateShadowMappingMatrix()
		*/
		Frustum* mTempFrustum;

		/** Temporary preallocated camera to set up a light frustum for clipping in ::calculateB.
		*/
		Camera* mLightFrustumCamera;
		mutable bool mLightFrustumCameraCalculated;

		/// Use tighter focus region?
		bool mUseAggressiveRegion;

		/** Internal class holding a point list representation of a convex body.
		*/
		class _OgreExport PointListBody
		{
			Polygon::VertexList mBodyPoints;
			AxisAlignedBox		mAAB;

		public:
			PointListBody();
			PointListBody(const ConvexBody& body);
			~PointListBody();

			/** Merges a second PointListBody into this one.
			*/
			void merge(const PointListBody& plb);

			/** Builds a point list body from a 'real' body.
			@remarks
			Inserts all vertices from a body into the point list with or without adding duplicate vertices.
			*/
			void build(const ConvexBody& body, bool filterDuplicates = true);

			/** Builds a PointListBody from a Body and includes all the space in a given direction.
			@remarks
			Intersects the bounding box with a ray from each available point of the body with the given
			direction. Base and intersection points are stored in a PointListBody structure.
			@note
			Duplicate vertices are not filtered.
			@note
			Body is not checked for correctness.
			*/
			void buildAndIncludeDirection(const ConvexBody& body, 
				Real extrudeDist, const Vector3& dir);

			/** Returns the bounding box representation.
			*/
			const AxisAlignedBox& getAAB(void) const;	

			/** Adds a specific point to the body list.
			*/
			void addPoint(const Vector3& point);

			/** Adds all points of an AAB.
			*/
			void addAAB(const AxisAlignedBox& aab);

			/** Returns a point.
			*/
			const Vector3& getPoint(size_t cnt) const;

			/** Returns the point count.
			*/
			size_t getPointCount(void) const;

			/** Resets the body.
			*/
			void reset(void);

		};

		// Persistent calculations to prevent reallocation
		mutable ConvexBody mBodyB;
		mutable PointListBody mPointListBodyB;
		mutable PointListBody mPointListBodyLVS;

	protected:
		/** Calculates the standard shadow mapping matrix.
		@remarks
		Provides the view and projection matrix for standard shadow mapping.
		@note
		You can choose which things you want to have: view matrix and/or projection 
		matrix and/or shadow camera. Passing a NULL value as parameter ignores the
		generation of this specific value.
		@param sm: scene manager
		@param cam: currently active camera
		@param light: currently active light
		@param out_view: calculated uniform view shadow mapping matrix (may be NULL)
		@param out_proj: calculated uniform projection shadow mapping matrix (may be NULL)
		@param out_cam: calculated uniform shadow camera (may be NULL)
		*/
		void calculateShadowMappingMatrix(const SceneManager& sm, const Camera& cam, 
			const Light& light, Matrix4 *out_view, 
			Matrix4 *out_proj, Camera *out_cam) const;

		/** Calculates the intersection bodyB.
		@remarks
		The intersection bodyB consists of the concatenation the cam frustum clipped 
		by the scene bounding box followed by a convex hullification with the light's 
		position and the clipping with the scene bounding box and the light frustum:
		((V \cap S) + l) \cap S \cap L (\cap: convex intersection, +: convex hull 
		operation).
		For directional lights the bodyB is assembled out of the camera frustum 
		clipped by the scene bounding box followed by the extrusion of all available 
		bodyB points towards the negative light direction. The rays are intersected 
		by a maximum bounding box and added to the bodyB points to form the final 
		intersection bodyB point list.
		@param sm: scene manager
		@param cam: currently active camera
		@param light: currently active light
		@param sceneBB: scene bounding box for clipping operations
		@param receiverAABB: bounding information for just the receivers
		@param out_bodyB: final intersection bodyB point list
		*/
		void calculateB(const SceneManager& sm, const Camera& cam, const Light& light, 
			const AxisAlignedBox& sceneBB, const AxisAlignedBox& receiverBB, PointListBody *out_bodyB) const;

		/** Calculates the bodyLVS.
		@remarks
		Calculates the bodyLVS which consists of the convex intersection operation 
		affecting the light frustum, the view frustum, and the current scene bounding
		box is used to find suitable positions in the viewer's frustum to build the 
		rotation matrix L_r. This matrix is applied after the projection matrix L_p to 
		avoid an accidental flip of the frustum orientation for views tilted with 
		respect to the shadow map.
		@param scene: holds all potential occluders / receivers as one single bounding box
		of the currently active scene node
		@param cam: current viewer camera
		@param light: current light
		@param out_LVS: intersection body LVS (world coordinates)
		*/
		void calculateLVS(const SceneManager& sm, const Camera& cam, const Light& light,
			const AxisAlignedBox& sceneBB, PointListBody *out_LVS) const;

		/**	Returns the projection view direction.
		@remarks
		After the matrix L_p is applied the orientation of the light space may tilt for
		non-identity projections. To prevent a false shadow cast the real view direction
		is evaluated and applied to the light matrix L.
		@param lightSpace: matrix of the light space transformation
		@param cam: current viewer camera
		@param bodyLVS: intersection body LVS (relevant space in front of the camera)
		*/
		Vector3 getLSProjViewDir(const Matrix4& lightSpace, const Camera& cam, 
			const PointListBody& bodyLVS) const;

		/** Returns a valid near-point seen by the camera.
		@remarks
		Returns a point that is situated near the camera by analyzing the bodyLVS that
		contains all the relevant scene space in front of the light and the camera in
		a point list array. The view matrix is relevant because the nearest point in
		front of the camera should be determined.
		@param viewMatrix: view matrix of the current camera
		@param bodyLVS: intersection body LVS (relevant space in front of the camera) 
		*/
		Vector3 getNearCameraPoint_ws(const Matrix4& viewMatrix, 
			const PointListBody& bodyLVS) const;

		/** Transforms a given body to the unit cube (-1,-1,-1) / (+1,+1,+1) with a specific 
		shadow matrix enabled.
		@remarks
		Transforms a given point list body object with the matrix m and then maps its
		extends to a (-1,-1,-1) / (+1,+1,+1) unit cube
		@param m: transformation matrix applied on the point list body
		@param body: contains the points of the extends of all valid scene elements which 
		are mapped to the unit cube
		*/
		Matrix4 transformToUnitCube(const Matrix4& m, const PointListBody& body) const;

		/** Builds a view matrix.
		@remarks
		Builds a standard view matrix out of a given position, direction and up vector.
		*/
		Matrix4 buildViewMatrix(const Vector3& pos, const Vector3& dir, const Vector3& up) const;

	public:
		/** Default constructor.
		@remarks
		Temporary frustum and camera set up here.
		*/
		FocusedShadowCameraSetup(void);

		/** Default destructor.
		@remarks
		Temporary frustum and camera destroyed here.
		*/
		virtual ~FocusedShadowCameraSetup(void);

		/** Returns a uniform shadow camera with a focused view.
		*/
		virtual void getShadowCamera(const SceneManager *sm, const Camera *cam, 
			const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const;

		/** Sets whether or not to use the more aggressive approach to deciding on
			the focus region or not.
		@note
			There are 2 approaches that can  be used to define the focus region,
			the more aggressive way introduced by Wimmer et al, or the original
			way as described in Stamminger et al. Wimmer et al's way tends to 
			come up with a tighter focus region but in rare cases (mostly highly
			glancing angles) can cause some shadow casters to be clipped 
			incorrectly. By default the more aggressive approach is used since it
			leads to significantly better results in most cases, but if you experience
			clipping issues, you can use the less aggressive version.
		@param aggressive True to use the more aggressive approach, false otherwise.
		*/
		void setUseAggressiveFocusRegion(bool aggressive) { mUseAggressiveRegion = aggressive; }

		bool getUseAggressiveFocusRegion() const { return mUseAggressiveRegion; }

	};

	/** @} */
	/** @} */

}

#endif