/usr/include/osgVolume/MultipassTechnique is in libopenscenegraph-3.4-dev 3.4.0+dfsg1-4+b3.
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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++-*- OpenSceneGraph - Copyright (C) 1998-2009 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 OSGVOLUME_MULTIPASSTECHNIQUE
#define OSGVOLUME_MULTIPASSTECHNIQUE 1
#include <osgVolume/VolumeTechnique>
#include <osg/MatrixTransform>
namespace osgVolume {
class OSGVOLUME_EXPORT MultipassTechnique : public VolumeTechnique
{
    public:
        MultipassTechnique();
        MultipassTechnique(const MultipassTechnique&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
        META_Object(osgVolume, MultipassTechnique);
        virtual void init();
        virtual void update(osgUtil::UpdateVisitor* nv);
        virtual void backfaceSubgraphCullTraversal(osgUtil::CullVisitor* cv);
        virtual void cull(osgUtil::CullVisitor* cv);
        /** Clean scene graph from any terrain technique specific nodes.*/
        virtual void cleanSceneGraph();
        /** Traverse the terrain subgraph.*/
        virtual void traverse(osg::NodeVisitor& nv);
        enum RenderingMode
        {
            CUBE,
            HULL,
            CUBE_AND_HULL
        };
        RenderingMode computeRenderingMode();
        /** Container for render to texture objects used when doing multi-pass volume rendering techniques.*/
        struct OSGVOLUME_EXPORT MultipassTileData : public TileData
        {
            MultipassTileData(osgUtil::CullVisitor* cv, MultipassTechnique* mpt);
            virtual void update(osgUtil::CullVisitor* cv);
            void setUp(osg::ref_ptr<osg::Camera>& camera, osg::ref_ptr<osg::Texture2D>& texture2D, int width, int height);
            osg::observer_ptr<MultipassTechnique>       multipassTechnique;
            RenderingMode                               currentRenderingMode;
            osg::ref_ptr<osg::Texture2D>                frontFaceDepthTexture;
            osg::ref_ptr<osg::Camera>                   frontFaceRttCamera;
            osg::ref_ptr<osg::Texture2D>                backFaceDepthTexture;
            osg::ref_ptr<osg::Camera>                   backFaceRttCamera;
            osg::ref_ptr<osg::Uniform>                  eyeToTileUniform;
            osg::ref_ptr<osg::Uniform>                  tileToImageUniform;
        };
        /** Called from VolumeScene to create the TileData container when a multi-pass technique is being used.
         *  The TileData container caches any render to texture objects that are required. */
        virtual TileData* createTileData(osgUtil::CullVisitor* cv) { return new MultipassTileData(cv, this); }
    protected:
        virtual ~MultipassTechnique();
        osg::ref_ptr<osg::MatrixTransform> _transform;
        typedef std::map<osgUtil::CullVisitor::Identifier*, osg::Matrix> ModelViewMatrixMap;
        OpenThreads::Mutex _mutex;
        ModelViewMatrixMap _modelViewMatrixMap;
        osg::ref_ptr<osg::StateSet> _whenMovingStateSet;
        osg::ref_ptr<osg::StateSet> _volumeRenderStateSet;
        osg::StateSet* createStateSet(osg::StateSet* statesetPrototype, osg::Program* programPrototype, osg::Shader* shaderToAdd1=0, osg::Shader* shaderToAdd2=0);
        enum ShaderMask
        {
            CUBE_SHADERS = 1,
            HULL_SHADERS = 2,
            CUBE_AND_HULL_SHADERS = 4,
            STANDARD_SHADERS = 8,
            LIT_SHADERS = 16,
            ISO_SHADERS = 32,
            MIP_SHADERS = 64,
            TF_SHADERS = 128
        };
        typedef std::map<int, osg::ref_ptr<osg::StateSet> > StateSetMap;
        StateSetMap _stateSetMap;
        osg::ref_ptr<osg::StateSet> _frontFaceStateSet;
};
}
#endif
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