/usr/include/osgEarth/TextureCompositorMulti is in libosgearth-dev 2.4.0+dfsg-6.
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/* 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_TEXTURE_COMPOSITOR_MULTI_TEXTURE_H
#define OSGEARTH_TEXTURE_COMPOSITOR_MULTI_TEXTURE_H 1
#include <osgEarth/TextureCompositor>
namespace osgEarth
{
/**
* Texture compositor that implements multitexturing. It supports either GPU multitexturing
* (using shaders and taking advantage of all the hardware's resources) or FFP (fixed-function
* pipeline) multitexturing, which limits you to the old ARB texture unit limit (usually 4).
*/
class TextureCompositorMultiTexture : public TextureCompositorTechnique
{
public:
TextureCompositorMultiTexture( bool useGPU, const TerrainOptions& options );
/** dtor */
virtual ~TextureCompositorMultiTexture() { }
static bool isSupported( bool useGPU );
public:
bool requiresUnitTextureSpace() const { return false; }
bool usesShaderComposition() const { return _useGPU; }
bool blendingRequiresSecondarySlot() const { return true; }
void updateMasterStateSet( osg::StateSet* stateSet, const TextureLayout& layout ) const;
bool supportsLayerUpdate() const { return true; }
void applyLayerUpdate(
osg::StateSet* stateSet, UID layerUID,
const GeoImage& preparedImage, const TileKey& tileExtent,
const TextureLayout& layout, osg::StateSet* parentStateSet) const;
osg::Shader* createSamplerFunction(
UID layerUID,
const std::string& functionName,
osg::Shader::Type type,
const TextureLayout& layout ) const;
private:
float _lodTransitionTime;
bool _useGPU;
bool _enableMipmappingOnUpdatedTextures;
bool _enableMipmapping;
osg::Texture::FilterMode _minFilter;
osg::Texture::FilterMode _magFilter;
};
}
#endif // OSGEARTH_TEXTURE_COMPOSITOR_MULTI_TEXTURE_H
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