This file is indexed.

/usr/include/osgSim/OverlayNode is in libopenscenegraph-dev 3.2.1-7ubuntu4.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  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
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library 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
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSGSIM_OVERLAYNODE
#define OSGSIM_OVERLAYNODE 1

#include <osg/buffered_value>
#include <osg/Camera>
#include <osg/Texture2D>
#include <osg/TexGenNode>
#include <osg/Geode>

#include <osgUtil/CullVisitor>

#include <osgSim/Export>

namespace osgSim {

/** OverlayNode is for creating texture overlays on scenes, with the overlay texture being generated
  * by pre rendering an Overlay Subgraph to a texture, then projecting this resulting texture on the scene.*/
class OSGSIM_EXPORT OverlayNode : public osg::Group
{
    public :

        enum OverlayTechnique
        {
            OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY,
            VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY,
            VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY
        };

        OverlayNode(OverlayTechnique technique=OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY);

        OverlayNode(const OverlayNode& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);

        META_Node(osgSim, OverlayNode);

        virtual void traverse(osg::NodeVisitor& nv);


        void setOverlayTechnique(OverlayTechnique technique);
        OverlayTechnique getOverlayTechnique() const { return _overlayTechnique; }

        /** Set the implementation to be used when creating the overlay texture. */
        void setRenderTargetImplementation(osg::Camera::RenderTargetImplementation impl);

        /** Set the overlay subgraph which will be rendered to texture.*/
        void setOverlaySubgraph(osg::Node* node);

        /** Get the overlay subgraph which will be rendered to texture.*/
        osg::Node* getOverlaySubgraph() { return _overlaySubgraph.get(); }

        /** Get the const overlay subgraph which will be render to texture.*/
        const osg::Node* getOverlaySubgraph() const { return _overlaySubgraph.get(); }


        /** Inform the OverlayNode that the overlay texture needs to be updated.*/
        void dirtyOverlayTexture();

        /** Set whether the OverlayNode should update the overlay texture on every frame.*/
        void setContinuousUpdate(bool update) { _continuousUpdate = update; }

        /** Get whether the OverlayNode should update the overlay texture on every frame.*/
        bool getContinuousUpdate() const { return _continuousUpdate; }

        /** Set the base height that the overlay subgraph will be projected down to.
          * Normally you'll set this to just below ground level, if you set it too high
          * then the overlay texture can end up being clipped in certain viewing directions,
          * while if its too low then there will be a limit to how close you can get to the
          * terrain before pixaltion becomes an issue.*/
        void setOverlayBaseHeight(double baseHeight) { _overlayBaseHeight = baseHeight; }

        /** Get the base height that the overlay subgraph will be projected down to.*/
        double getOverlayBaseHeight() const { return _overlayBaseHeight; }

        /** Set the clear color to use when rendering the overlay subgraph.*/
        void setOverlayClearColor(const osg::Vec4& color) { _overlayClearColor = color; }

        /** Get the clear color to use when rendering the overlay subgraph.*/
        const osg::Vec4& getOverlayClearColor() const { return _overlayClearColor; }

        /** Set the TexEnv mode used to combine the overlay texture with the base color/texture of the OverlayNode's decorate subgraph.*/
        void setTexEnvMode(GLenum mode);

        /** Get the TexEnv mode used to combine the overlay texture with the base color/texture of the OverlayNode's decorate subgraph.*/
        GLenum getTexEnvMode() const { return _texEnvMode; }

        /** Set the texture unit that the texture should be assigned to.*/
        void setOverlayTextureUnit(unsigned int unit);

        /** Get the texture unit that the texture should be assigned to.*/
        unsigned int getOverlayTextureUnit() const { return _textureUnit; }

        /** Set the texture size hint. The size hint is used to request a texture of specified size.*/
        void setOverlayTextureSizeHint(unsigned int size);

        /** Get the texture size hint.*/
        unsigned int getOverlayTextureSizeHint() const { return _textureSizeHint; }


        /** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
        virtual void setThreadSafeRefUnref(bool threadSafe);

        /** Resize any per context GLObject buffers to specified size. */
        virtual void resizeGLObjectBuffers(unsigned int /*maxSize*/);

        /** If State is non-zero, this function releases any associated OpenGL objects for
           * the specified graphics context. Otherwise, releases OpenGL objexts
           * for all graphics contexts. */
        virtual void releaseGLObjects(osg::State* = 0) const;

    protected :

        virtual ~OverlayNode() {}

        void init();
        void init_OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY();
        void init_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY();
        void init_VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY();

        void traverse_OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVisitor& nv);
        void traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVisitor& nv);
        void traverse_VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY(osg::NodeVisitor& nv);


        void updateMainSubgraphStateSet();

        typedef osg::buffered_value< int > TextureObjectValidList;

        mutable TextureObjectValidList _textureObjectValidList;

        OverlayTechnique _overlayTechnique;


        // overlay subgraph is render to a texture
        osg::ref_ptr<osg::Node>         _overlaySubgraph;

        osg::ref_ptr<osg::StateSet>     _overlayStateSet;
        osg::ref_ptr<osg::StateSet>     _mainStateSet;

        // texture to render to, and to read from.
        GLenum                          _texEnvMode;
        unsigned int                    _textureUnit;
        unsigned int                    _textureSizeHint;
        osg::Vec4                       _overlayClearColor;

        bool                            _continuousUpdate;
        double                          _overlayBaseHeight;
        bool                            _updateCamera;

        osg::Camera::RenderTargetImplementation _renderTargetImpl;

        struct OverlayData : public osg::Referenced
        {

            void setThreadSafeRefUnref(bool threadSafe);
            void resizeGLObjectBuffers(unsigned int maxSize);
            void releaseGLObjects(osg::State* state= 0) const;

            osg::ref_ptr<osg::Camera>       _camera;
            osg::ref_ptr<osg::StateSet>     _overlayStateSet;
            osg::ref_ptr<osg::StateSet>     _mainSubgraphStateSet;
            osg::ref_ptr<osg::TexGenNode>   _texgenNode;
            osg::ref_ptr<osg::Texture2D>    _texture;
            osg::Polytope                   _textureFrustum;
            osg::ref_ptr<osg::Geode>        _geode;

            osg::ref_ptr<osg::Program>      _mainSubgraphProgram;

            osg::ref_ptr<osg::Uniform>      _y0;
            osg::ref_ptr<osg::Uniform>      _lightingEnabled;
        };

        typedef std::map<osgUtil::CullVisitor*, osg::ref_ptr<OverlayData> > OverlayDataMap;

        OpenThreads::Mutex              _overlayDataMapMutex;
        OverlayDataMap                  _overlayDataMap;

        OverlayNode::OverlayData* getOverlayData(osgUtil::CullVisitor* cv);

};

}

#endif