This file is indexed.

/usr/include/osg/TexGen is in libopenscenegraph-3.4-dev 3.4.0+dfsg1-4+b3.

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
/* -*-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 OSG_TEXGEN
#define OSG_TEXGEN 1

#include <osg/Plane>
#include <osg/StateAttribute>

#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) || defined(OSG_GL3_AVAILABLE)
    #define GL_OBJECT_LINEAR    0x2401
    #define GL_EYE_LINEAR       0x2400
    #define GL_SPHERE_MAP       0x2402
    #define GL_TEXTURE_GEN_S    0x0C60
    #define GL_TEXTURE_GEN_T    0x0C61
    #define GL_TEXTURE_GEN_R    0x0C62
    #define GL_TEXTURE_GEN_Q    0x0C63
#endif

#ifndef GL_NORMAL_MAP_ARB
    #define GL_NORMAL_MAP_ARB                   0x8511
#endif

#ifndef GL_REFLECTION_MAP_ARB
    #define GL_REFLECTION_MAP_ARB               0x8512
#endif

namespace osg {

/** TexGen encapsulates the OpenGL glTexGen (texture coordinate generation)
  * state.*/
class OSG_EXPORT TexGen : public StateAttribute
{
    public :

        TexGen();

        /** Copy constructor using CopyOp to manage deep vs shallow copy. */
        TexGen(const TexGen& texgen,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
            StateAttribute(texgen,copyop),
            _mode(texgen._mode),
            _plane_s(texgen._plane_s),
            _plane_t(texgen._plane_t),
            _plane_r(texgen._plane_r),
            _plane_q(texgen._plane_q) {}

        META_StateAttribute(osg, TexGen, TEXGEN);

        virtual bool isTextureAttribute() const { return true; }

        /** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
        virtual int compare(const StateAttribute& sa) const
        {
            // Check for equal types, then create the rhs variable
            // used by the COMPARE_StateAttribute_Parameter macros below.
            COMPARE_StateAttribute_Types(TexGen,sa)

            // Compare each parameter in turn against the rhs.
            COMPARE_StateAttribute_Parameter(_mode)
            COMPARE_StateAttribute_Parameter(_plane_s)
            COMPARE_StateAttribute_Parameter(_plane_t)
            COMPARE_StateAttribute_Parameter(_plane_r)
            COMPARE_StateAttribute_Parameter(_plane_q)

            return 0; // Passed all the above comparison macros, so must be equal.
        }

        virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
        {
            usage.usesTextureMode(GL_TEXTURE_GEN_S);
            usage.usesTextureMode(GL_TEXTURE_GEN_T);

            // Not happy with turning all tex gen parameters on
            // as the OSG currently only supports 2D textures and therefore
            // only S and T will be required, R&Q would be redundant...
            // So commenting out the following until OSG supports 3D textures.
            // I plan to revamp the OpenGL state management later so will
            // tidy up then.  Robert Osfield. Jan 2001.

            // The tidy up is now happening, but will have a think before
            // resolving the below parameters.

            usage.usesTextureMode(GL_TEXTURE_GEN_R);
            usage.usesTextureMode(GL_TEXTURE_GEN_Q);
            return true;
        }

        virtual void apply(State& state) const;

        enum Mode {
            OBJECT_LINEAR  = GL_OBJECT_LINEAR,
            EYE_LINEAR     = GL_EYE_LINEAR,
            SPHERE_MAP     = GL_SPHERE_MAP,
            NORMAL_MAP     = GL_NORMAL_MAP_ARB,
            REFLECTION_MAP = GL_REFLECTION_MAP_ARB
        };

        inline void setMode( Mode mode ) { _mode = mode; }

        Mode getMode() const { return _mode; }

        enum Coord {
          S, T, R, Q
        };

        void setPlane(Coord which, const Plane& plane);

        Plane& getPlane(Coord which);

        const Plane& getPlane(Coord which) const;

        /** Set the tex gen planes from specified matrix.
          * Typical usage would be to pass in a projection
          * matrix to set up projective texturing.
          */
        void setPlanesFromMatrix(const Matrixd& matrix);

    protected :

        virtual ~TexGen( void );

        Mode _mode;

        /** Additional texgen coefficients for GL_OBJECT_PLANE or
          * GL_EYE_PLANE, */
        Plane _plane_s, _plane_t, _plane_r, _plane_q;

};

}

#endif