/usr/include/libwildmagic/Wm5ShaderFloat.h is in libwildmagic-dev 5.13-1+b2.
This file is owned by root:root, with mode 0o644.
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// 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 (2010/10/01)
#ifndef WM5SHADERFLOAT_H
#define WM5SHADERFLOAT_H
#include "Wm5GraphicsLIB.h"
#include "Wm5Object.h"
namespace Wm5
{
class Camera;
class Visual;
class WM5_GRAPHICS_ITEM ShaderFloat : public Object
{
WM5_DECLARE_RTTI;
WM5_DECLARE_NAMES;
WM5_DECLARE_STREAM(ShaderFloat);
public:
// Construction and destruction. The number of registers must be
// positive. Each register represents four floating-point values.
ShaderFloat ();
ShaderFloat (int numRegisters);
virtual ~ShaderFloat ();
// For deferred construction.
void SetNumRegisters (int numRegisters);
// Member access.
inline int GetNumRegisters () const;
inline const float* GetData () const;
inline float* GetData ();
// Access to data by registers. SetRegister copies four floats from
// 'data' into register i. SetRegisters copies mNumElements floats
// from 'data' into all the registers. Similar float-sizes are copied
// by the Get* functions.
void SetRegister (int i, const float* data);
void SetRegisters (const float* data);
void GetRegister (int i, float* data);
void GetRegisters (float* data);
// The same as SetRegisters. This is useful when the source data is
// an object that defines an implict conversion to 'const float*'.
ShaderFloat& operator= (const float* data);
// Access to data by index.
inline float operator[] (int i) const;
inline float& operator[] (int i);
// This function allows for dynamic updates of the shader constants
// in the VisualEffectInput::Enable function that the renderer calls.
// Thus, the transfer of the data to the shader programs occurs as
// late as possible in the rendering pass. This is useful for global
// effects that modify camera settings during their drawing calls.
inline void EnableUpdater ();
inline void DisableUpdater ();
inline bool AllowUpdater () const;
virtual void Update (const Visual* visual, const Camera* camera);
protected:
int mNumElements;
float* mData;
bool mAllowUpdater;
};
WM5_REGISTER_STREAM(ShaderFloat);
typedef Pointer0<ShaderFloat> ShaderFloatPtr;
#include "Wm5ShaderFloat.inl"
}
#endif
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