/usr/include/osgEarth/ShaderGenerator is in libosgearth-dev 2.5.0+dfsg-8build1.
This file is owned by root:root, with mode 0o644.
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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 | /* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2008-2011 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_SHADER_GENERATOR_H
#define OSGEARTH_SHADER_GENERATOR_H 1
#include <osgEarth/Common>
#include <osgEarth/StateSetCache>
#include <osgEarth/VirtualProgram>
#include <osg/NodeVisitor>
#include <osg/State>
namespace osgEarth
{
/**
* Utility class that will traverse a scene graph and generate a
* set of VirtualProgram attributes to render it as best it can using
* shaders.
*
* Usage:
*
* ShaderGenerator gen;
* gen.run( graph );
*
* If osgEarth detects a lack of GLSL support, the ShaderGenerator
* will do nothing.
*/
class OSGEARTH_EXPORT ShaderGenerator : public osg::NodeVisitor
{
public:
/**
* Constructs a new shader generator
*/
ShaderGenerator();
/**
* Sets the name to give any VP's we create
*/
void setProgramName(const std::string& name);
/**
* Runs the shader generator and then optimizes state sharing when it's done.
*/
void run(osg::Node* graph, StateSetCache* cache =0L);
public:
/**
* User callback that lets you selectly reject shader generation for
* specific state attributes.
*/
struct AcceptCallback : public osg::Referenced
{
/** Return true to generate shader code for the SA; false to ignore and skip it */
virtual bool accept(const osg::StateAttribute* sa) const =0;
};
/**
* Adds an acceptor callback that the generator will use to decide
* whether to ignore certain state attributes.
*/
void addAcceptCallback(AcceptCallback* cb);
public:
/** dtor. */
virtual ~ShaderGenerator() { }
public: // osg::NodeVisitor
void apply( osg::Node& );
void apply( osg::Geode& );
void apply( osg::PagedLOD& );
void apply( osg::ProxyNode& );
void apply( osg::ClipNode& );
protected:
void apply( osg::Drawable* );
bool processGeometry(const osg::StateSet* stateSet, osg::ref_ptr<osg::StateSet>& replacement);
bool processText(const osg::StateSet* stateSet, osg::ref_ptr<osg::StateSet>& replacement);
osg::ref_ptr<osg::State> _state;
bool _active;
std::string _name;
typedef std::vector<osg::ref_ptr<AcceptCallback> > AcceptCallbackVector;
AcceptCallbackVector _acceptCallbacks;
bool accept(const osg::StateAttribute* sa) const;
};
} // namespace osgEarth
#endif // OSGEARTH_SHADER_GENERATOR_H
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