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/*
 * Copyright © 2008 Danny Baumann
 *
 * Permission to use, copy, modify, distribute, and sell this software
 * and its documentation for any purpose is hereby granted without
 * fee, provided that the above copyright notice appear in all copies
 * and that both that copyright notice and this permission notice
 * appear in supporting documentation, and that the name of
 * Dennis Kasprzyk not be used in advertising or publicity pertaining to
 * distribution of the software without specific, written prior permission.
 * Dennis Kasprzyk makes no representations about the suitability of this
 * software for any purpose. It is provided "as is" without express or
 * implied warranty.
 *
 * DENNIS KASPRZYK DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
 * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN
 * NO EVENT SHALL DENNIS KASPRZYK BE LIABLE FOR ANY SPECIAL, INDIRECT OR
 * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
 * NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION
 * WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
 *
 * Authors: Danny Baumann <maniac@compiz-fusion.org>
 */

#ifndef _GLMATRIX_H
#define _GLMATRIX_H

#include <core/point.h>
#include <core/rect.h>
#include <opengl/vector.h>

class CompOutput;

class GLMatrix {
    public:
	GLMatrix ();
	GLMatrix (const float *);

	const float* getMatrix () const;

	GLMatrix& operator*= (const GLMatrix& rhs);

	float& operator[] (unsigned int pos);

	void reset ();
	void toScreenSpace (const CompOutput *output, float z);

	bool invert ();

	void rotate (const float angle, const float x,
		     const float y, const float z);
	void rotate (const float angle, const GLVector& vector);

	void scale (const float x, const float y, const float z);
	void scale (const GLVector& vector);

	void translate (const float x, const float y, const float z);
	void translate (const GLVector& vector);

    private:
	friend GLMatrix operator* (const GLMatrix& lhs,
				   const GLMatrix& rhs);
	friend GLVector operator* (const GLMatrix& lhs,
				   const GLVector& rhs);

	float m[16];
};

namespace compiz
{
    namespace opengl
    {
	namespace matrix
	{
	    /* This function returns co-ordinates into viewport space. In order
	     * to convert into something like damage rectangles please remember
	     * to flip on the y axis. */
	    inline CompPoint projectIntoViewport (const GLMatrix &modelview,
						  const GLMatrix &projection,
						  const CompRect &vp,
						  const GLVector &vector)
            {
		    GLVector projected (projection * modelview * vector);
		    projected.homogenize ();
		    projected[0] = projected[0] * 0.5 + 0.5;
		    projected[1] = projected[1] * 0.5 + 0.5;
		    return CompPoint (projected[0] * vp.width () + vp.x (),
				      projected[1] * vp.height () + vp.y ());
	    }
	}
    }
}

#endif