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/* -*-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_DEPTH_ADJUSTMENT_H
#define OSGEARTH_DEPTH_ADJUSTMENT_H 1

#include <osgEarth/Common>
#include <osgEarth/Config>
#include <osg/Group>
#include <osg/Program>
#include <osg/Uniform>

/**
* Depth Offsetting.
* 
* Geometry that coincides with the terrain can result in z-fighting artifacts.
* Depth offsetting mitigates this by biasing the depth value of the geometry.
* The idea is similar to polygon offsetting, but is dynamic and applies to all
* geometry (not just polygons).
*
* Depth offsetting works by pretending the vertex is closer to the camera 
* than it actually is, and writing a depth value based on that simulated
* location. The distance we shift the vertex towards the camera is the "bias".
*
* The "range" is the distance from camera to vertex at which a given
* bias is applied. The minimum bias is applied to geometry at or below the
* minimum range; the maximum bias is applied to geometry at or above the 
* maximum range; and the bias is interpolated for ranges in between.
*
* The tessellation granularity of the geometry affects how well depth offsetting
* works at a given camera distance. As a rule of thumb, the closer the camera is
* to the geometry, the more it needs to be tessellated in order for depth
* offsetting to work properly.
*/
namespace osgEarth
{
    /**
    * Depth Offsetting options.
    */
    class OSGEARTH_EXPORT DepthOffsetOptions
    {
    public:
        DepthOffsetOptions(const Config& conf =Config());

    public:
        /** whether to enable depth offsetting (when applicable) */
        optional<bool>& enabled() { return _enabled; }
        const optional<bool>& enabled() const { return _enabled; }

        /** depth bias (in meters) applied at the minimum camera range. */
        optional<float>& minBias() { return _minBias; }
        const optional<float>& minBias() const { return _minBias; }

        /** depth bias (in meters) applied at the maximum camera range. */
        optional<float>& maxBias() { return _maxBias; }
        const optional<float>& maxBias() const { return _maxBias; }

        /** camera range (in meters) at which to apply the minimum depth bias. */
        optional<float>& minRange() { return _minRange; }
        const optional<float>& minRange() const { return _minRange; }

        /** camera range (in meters) at which to apply the maximum depth bias. */
        optional<float>& maxRange() { return _maxRange; }
        const optional<float>& maxRange() const { return _maxRange; }

    public:
        Config getConfig() const;

    private:
        optional<bool>  _enabled;
        optional<float> _minBias;
        optional<float> _maxBias;
        optional<float> _minRange;
        optional<float> _maxRange;
    };


    /**
     * Controller that affects a stateset with depth offset settings.
     * It does NOT install any shaders.
     */
    class OSGEARTH_EXPORT DepthOffsetOptionsAdapter
    {
    public:
        DepthOffsetOptionsAdapter(osg::StateSet* stateSet);

        void setOptions(const DepthOffsetOptions& options);
        const DepthOffsetOptions& getOptions() const { return _options; }

    private:
        osg::ref_ptr<osg::StateSet> _stateSet;
        osg::ref_ptr<osg::Uniform>  _biasUniform;
        osg::ref_ptr<osg::Uniform>  _rangeUniform;
        DepthOffsetOptions          _options;
    };


    /**
     * Utilities to manage depth testing for feature data. Handy especially
     * for terrain-conforming lines.
     */
    class OSGEARTH_EXPORT DepthOffsetUtils
    {
    public:
        /**
         * Creates a uniform that will configure the depth adjustment program.
         * The value of the uniform is the minimum depth offset applied to 
         * geometry under the program's stateset. If you pass in a graph, it
         * will analyze it and attempt to come up with a reasonable default
         * minimum offset.
         */
        static osg::Uniform* createMinOffsetUniform( osg::Node* graphToAdjust =0L );

        /**
         * Analyses a graph, calculates a suitable minimum depth offset, and
         * returns it. Also may install support uniforms within the graph as
         * necessary to support depth offsetting.
         */
        static float recalculate( const osg::Node* graph );

        /**
         * Traverses a graph and applies the necessary uniforms to statesets
         * so they'll work with depth offsetting.
         */
        static void prepareGraph( osg::Node* graph );

        /**
         * Creates a complete shader program that you can use to implement vertex
         * depth adjustment. Use createUniform() to make a uniform for tweaking
         * the depth offset value.
         */
        static osg::Program* getOrCreateProgram();

        /**
         * Returns a uniform that, when used with the Program, can inform the program
         * whether the underlying drawables are osgText drawables.
         */
        static osg::Uniform* getIsTextUniform();

        /**
         * Returns a uniform that, when used with the Program, can inform the program
         * whether the underlying drawables are NOT osgText drawables.
         */
        static osg::Uniform* getIsNotTextUniform();

        /**
         * Creates the source for a depth adjustment vertex shader. Use this instead
         * of createProgram() if you want you are using the shader composition framework.
         * You can install this in any FunctionLocation.
         */
        static std::string createVertexFunction(
            const std::string& funcName ="osgearth_depth_adjustment_vertex" );

        /**
         * Creates the source for a depth adjustment fragment shader. Use this instead
         * of createProgram() if you want you are using the shader composition framework.
         * You can install this in any FunctionLocation.
         */
        static std::string createFragmentFunction(
            const std::string& funcName ="osgearth_depth_adjustment_fragment" );
    };

    /**
     * Group that applies the depth offset technique to its children.
     */
    class OSGEARTH_EXPORT DepthOffsetGroup : public osg::Group
    {
    public:
        /**
         * Constructs a new depth offset group
         */
        DepthOffsetGroup();

        /** dtor */
        virtual ~DepthOffsetGroup() { }

        /**
         * Sets a minimum depth offset range (in scene units, e.g. meters)
         * This is the minimim simulated depth offset that will be applied to 
         * geometry under this group.
         */
        void setMinimumOffset( float value );

        /**
         * Sets the group to automatically calculate an "appropriate" minimum
         * depth offset based on the child geometry. Whenever the child graph
         * changes, it will attempt to recalculate the best offset to use.
         */
        void setAutoMinimumOffset();

    public: // osg::Node

        virtual osg::BoundingSphere computeBound() const;

        virtual void traverse(osg::NodeVisitor& );

    protected:
        bool _auto;
        bool _dirty;
        osg::Uniform* _minOffsetUniform;
        void update();
        void dirty();
    };

} // namespace osgEarth

#endif // OSGEARTH_DEPTH_ADJUSTMENT_H