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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/04/14)

#ifndef WM5OPENGLRENDERERDATA_H
#define WM5OPENGLRENDERERDATA_H

#include "Wm5Float4.h"
#include "Wm5OpenGLBitmapFont.h"
#include "Wm5OpenGLRendererLIB.h"

namespace Wm5
{

class AlphaState;
class CullState;
class DepthState;
class OffsetState;
class StencilState;
class WireState;

class RendererData
{
public:
#ifdef WM5_USE_TEXT_DISPLAY_LIST
    // Display list base indices for fonts/characters.
    class DisplayListInfo
    {
    public:
        int mQuantity;  // number of display lists, input to glGenLists
        int mStart;     // start index, output from glGenLists
        int mBase;      // base index for glListBase
    };

    DisplayListInfo mFont;
#else
    // Bitmapped fonts/characters.
    void DrawCharacter (const BitmapFont& font, char c);
#endif

    // Maintain current render states to avoid redundant state changes.
    class RenderState
    {
    public:
        RenderState ();
        void Initialize (const AlphaState* astate,
            const CullState* cstate, const DepthState* dstate,
            const OffsetState* ostate, const StencilState* sstate,
            const WireState* wstate);

        // AlphaState
        bool mAlphaBlendEnabled;
        GLenum mAlphaSrcBlend;
        GLenum mAlphaDstBlend;
        bool mAlphaCompareEnabled;
        GLenum mCompareFunction;
        float mAlphaReference;
        Float4 mBlendColor;

        // CullState
        bool mCullEnabled;
        bool mCCWOrder;

        // DepthState
        bool mDepthEnabled;
        bool mDepthWriteEnabled;
        GLenum mDepthCompareFunction;

        // OffsetState
        bool mFillEnabled;
        bool mLineEnabled;
        bool mPointEnabled;
        float mOffsetScale;
        float mOffsetBias;

        // StencilState
        bool mStencilEnabled;
        GLenum mStencilCompareFunction;
        GLuint mStencilReference;
        GLuint mStencilMask;
        GLuint mStencilWriteMask;
        GLenum mStencilOnFail;
        GLenum mStencilOnZFail;
        GLenum mStencilOnZPass;

        // WireState
        bool mWireEnabled;
    };

    RenderState mCurrentRS;

    // Maintain current sampler states to avoid redundant state changes.
    enum
    {
        MAX_NUM_VSAMPLERS = 4,  // VSModel 3 has 4, VSModel 2 has 0.
        MAX_NUM_PSAMPLERS = 16  // PSModel 2 and PSModel 3 have 16.
    };

    class SamplerState
    {
    public:
        SamplerState ();

        // Get the state of the currently enabled texture.  This state appears
        // to be associated with the OpenGL texture object.  How does this
        // relate to the sampler state?  In my opinion, OpenGL needs to have
        // the sampler state separate from the texture object state.
        void GetCurrent (GLenum target);

        float mAnisotropy;
        float mLodBias;
        GLint mMagFilter;
        GLint mMinFilter;
        Float4 mBorderColor;
        GLint mWrap[3];
    };

    SamplerState mCurrentSS[MAX_NUM_PSAMPLERS];

    // Capabilities (queried at run time).
    int mMaxVShaderImages;
    int mMaxPShaderImages;
    int mMaxCombinedImages;
};

}

#endif