/usr/include/osgShadow/ShadowMap is in libopenscenegraph-dev 3.2.1-6.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 | /* -*-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 OSGSHADOW_SHADOWEMAP
#define OSGSHADOW_SHADOWEMAP 1
#include <osg/Camera>
#include <osg/Material>
#include <osg/MatrixTransform>
#include <osg/LightSource>
#include <osgShadow/ShadowTechnique>
namespace osgShadow {
/** ShadowedTexture provides an implementation of shadow textures.*/
class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
{
    public :
        ShadowMap();
        ShadowMap(const ShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
        META_Object(osgShadow, ShadowMap);
        /** Set the texture unit that the shadow texture will be applied on.*/
        void setTextureUnit(unsigned int unit);
        /** Get the texture unit that the shadow texture will be applied on.*/
        unsigned int getTextureUnit() const { return _shadowTextureUnit; }
        /** set the polygon offset used initially */
        void setPolygonOffset(const osg::Vec2& polyOffset);
        /** get the used polygon offset */
        const osg::Vec2& getPolygonOffset() const { return _polyOffset; }
        /** Set the values for the ambient bias the shader will use.*/
        void setAmbientBias(const osg::Vec2& ambientBias );
        /** Get the values that are used for the ambient bias in the shader.*/
        const osg::Vec2& getAmbientBias() const { return _ambientBias; }
        /** set the size in pixels x / y for the shadow texture.*/
        void setTextureSize(const osg::Vec2s& textureSize);
        /** Get the values that are used for the ambient bias in the shader.*/
        const osg::Vec2s& getTextureSize() const { return _textureSize; }
        /** Set the Light that will cast shadows */
        void setLight(osg::Light* light);
        void setLight(osg::LightSource* ls);
        typedef std::vector< osg::ref_ptr<osg::Uniform> > UniformList;
        typedef std::vector< osg::ref_ptr<osg::Shader> > ShaderList;
        /** Add a shader to internal list, will be used instead of the default ones */
        inline void addShader(osg::Shader* shader) { _shaderList.push_back(shader); }
        /** Reset internal shader list */
        inline void clearShaderList() { _shaderList.clear(); }
        /** initialize the ShadowedScene and local cached data structures.*/
        virtual void init();
        /** run the update traversal of the ShadowedScene and update any loca chached data structures.*/
        virtual void update(osg::NodeVisitor& nv);
        /** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
        virtual void cull(osgUtil::CullVisitor& cv);
        /** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
        virtual void cleanSceneGraph();
        // debug methods
        osg::ref_ptr<osg::Camera> makeDebugHUD();
    protected:
        virtual ~ShadowMap(void) {};
        /** Create the managed Uniforms */
        virtual void createUniforms();
        virtual void createShaders();
        // forward declare, interface and implementation provided in ShadowMap.cpp
        class DrawableDrawWithDepthShadowComparisonOffCallback;
        osg::ref_ptr<osg::Camera>       _camera;
        osg::ref_ptr<osg::TexGen>       _texgen;
        osg::ref_ptr<osg::Texture2D>    _texture;
        osg::ref_ptr<osg::StateSet>     _stateset;
        osg::ref_ptr<osg::Program>      _program;
        osg::ref_ptr<osg::Light>        _light;
        osg::ref_ptr<osg::LightSource>  _ls;
        osg::ref_ptr<osg::Uniform>      _ambientBiasUniform;
        UniformList                     _uniformList;
        ShaderList                      _shaderList;
        unsigned int                    _baseTextureUnit;
        unsigned int                    _shadowTextureUnit;
        osg::Vec2                        _polyOffset;
        osg::Vec2                       _ambientBias;
        osg::Vec2s                      _textureSize;
    };
}
#endif
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