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/usr/include/OGRE/RTShaderSystem/OgreShaderExNormalMapLighting.h is in libogre-dev 1.7.4-3.

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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org

Copyright (c) 2000-2011 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef _ShaderExNormalMapLighting_
#define _ShaderExNormalMapLighting_

#include "OgreShaderPrerequisites.h"
#ifdef RTSHADER_SYSTEM_BUILD_EXT_SHADERS
#include "OgreShaderParameter.h"
#include "OgreShaderSubRenderState.h"
#include "OgreVector4.h"
#include "OgreLight.h"
#include "OgreCommon.h"

namespace Ogre {
namespace RTShader {

/** \addtogroup Core
*  @{
*/
/** \addtogroup RTShader
*  @{
*/

/** Normal Map Lighting extension sub render state implementation.
Derives from SubRenderState class.
*/
class _OgreRTSSExport NormalMapLighting : public SubRenderState
{

// Interface.
public:
	/** Class default constructor */	
	NormalMapLighting();

	/** 
	@see SubRenderState::getType.
	*/
	virtual const String&	getType					() const;

	/** 
	@see SubRenderState::getType.
	*/
	virtual int				getExecutionOrder		() const;

	/** 
	@see SubRenderState::updateGpuProgramsParams.
	*/
	virtual void			updateGpuProgramsParams	(Renderable* rend, Pass* pass, const AutoParamDataSource* source, const LightList* pLightList);

	/** 
	@see SubRenderState::copyFrom.
	*/
	virtual void			copyFrom				(const SubRenderState& rhs);


	/** 
	@see SubRenderState::preAddToRenderState.
	*/
	virtual bool			preAddToRenderState		(RenderState* renderState, Pass* srcPass, Pass* dstPass);

	/** 
	Set the index of the input vertex shader texture coordinate set 
	*/
	void					setTexCoordIndex		(unsigned int index) { mVSTexCoordSetIndex = index;}

	/** 
	Return the index of the input vertex shader texture coordinate set.
	*/
	unsigned int			getTexCoordIndex		() const { return mVSTexCoordSetIndex; }

	// Type of this render state.
	static String Type;

	// Normal map space definition.
	enum NormalMapSpace
	{
		NMS_TANGENT,		// Normal map contains normal data in tangent space.
							// This is the default normal mapping behavior and it requires that the
							// target mesh will have valid tangents within its vertex data.
		
		NMS_OBJECT			// Normal map contains normal data in object local space.
							// This normal mapping technique has the advantages of better visualization results,
							// lack of artifacts that comes from texture mirroring usage, it doesn't requires tangent
							// and it also saves some instruction in the vertex shader stage.
							// The main drawback of using this kind of normal map is that the target object must be static
							// in terms of local space rotations and translations.
	};

	/** 
	Set the normal map space.
	@param normalMapSpace The normal map space.
	*/
	void					setNormalMapSpace			(NormalMapSpace normalMapSpace) { mNormalMapSpace = normalMapSpace; }

	/** Return the normal map space. */
	NormalMapSpace			getNormalMapSpace			() const { return mNormalMapSpace; }

	/** 
	Set the normal map texture name.
	*/
	void					setNormalMapTextureName		(const String& textureName) { mNormalMapTextureName = textureName; }

	/** 
	Return the normal map texture name.
	*/
	const String&			getNormalMapTextureName		() const { return mNormalMapTextureName; }

	/** 
	Set the normal map filtering attributes.
	@param minFilter The desired min filter.
	@param magFilter The desired mag filter.
	@param mipFilter The desired mip filter.
	*/
	void					setNormalMapFiltering			(const FilterOptions minFilter, const FilterOptions magFilter, const FilterOptions mipFilter) 
	{ mNormalMapMinFilter = minFilter; mNormalMapMagFilter = magFilter; mNormalMapMipFilter = mipFilter; }

	/** 
	Return the normal map filtering attributes.
	@param minFilter The desired min filter.
	@param magFilter The desired mag filter.
	@param mipFilter The desired mip filter.
	*/
	void					getNormalMapFiltering			(FilterOptions& minFilter, FilterOptions& magFilter, FilterOptions& mipFilter) const
	{ minFilter = mNormalMapMinFilter; magFilter = mNormalMapMagFilter ; mipFilter = mNormalMapMipFilter; }

	/** Setup the normal map anisotropy value. 
	@param anisotropy The anisotropy value.
	*/
	void			setNormalMapAnisotropy		(unsigned int anisotropy) { mNormalMapAnisotropy = anisotropy; }


	/** Return the normal map anisotropy value. */
	unsigned int	getNormalMapAnisotropy		() const { return mNormalMapAnisotropy; }

	
	/** Setup the normal map anisotropy value. 
	@param anisotropy The anisotropy value.
	*/
	void			setNormalMapMipBias		(Real mipBias) { mNormalMapMipBias = mipBias; }


	/** Return the normal map mip bias value. */
	Real			getNormalMapMipBias		() const { return mNormalMapMipBias; }



// Protected types:
protected:
	
	// Per light parameters.
	struct _OgreRTSSExport LightParams
	{
		Light::LightTypes		mType;				// Light type.		
		UniformParameterPtr		mPosition;			// Light position.
		ParameterPtr			mVSOutToLightDir;	// Vertex shader output vertex position to light position direction (texture space).
		ParameterPtr			mPSInToLightDir;	// Pixel shader input vertex position to light position direction (texture space).
		UniformParameterPtr		mDirection;			// Light direction.
		ParameterPtr			mVSOutDirection;	// Vertex shader output light direction (texture space).
		ParameterPtr			mPSInDirection;		// Pixel shader input light direction (texture space).		
		UniformParameterPtr		mAttenuatParams;	// Attenuation parameters.
		UniformParameterPtr		mSpotParams;		// Spot light parameters.
		UniformParameterPtr		mDiffuseColour;		// Diffuse colour.
		UniformParameterPtr		mSpecularColour;	// Specular colour.

	};

	typedef vector<LightParams>::type				LightParamsList;
	typedef LightParamsList::iterator				LightParamsIterator;
	typedef LightParamsList::const_iterator			LightParamsConstIterator;

// Protected methods
protected:

	/** 
	Set the track per vertex colour type. Ambient, Diffuse, Specular and Emissive lighting components source
	can be the vertex colour component. To establish such a link one should provide the matching flags to this
	sub render state.
	*/
	void					setTrackVertexColourType(TrackVertexColourType type) { mTrackVertexColourType = type; }

	/** 
	Return the current track per vertex type.
	*/
	TrackVertexColourType	getTrackVertexColourType() const { return mTrackVertexColourType; }


	/** 
	Set the light count per light type that this sub render state will generate.
	@see ShaderGenerator::setLightCount.
	*/
	void					setLightCount			(const int lightCount[3]);

	/** 
	Get the light count per light type that this sub render state will generate.
	@see ShaderGenerator::getLightCount.
	*/
	void					getLightCount			(int lightCount[3]) const;
	/** 
	Set the specular component state. If set to true this sub render state will compute a specular
	lighting component in addition to the diffuse component.
	@param enable Pass true to enable specular component computation.
	*/
	void					setSpecularEnable		(bool enable) { mSpecularEnable = enable; }

	/** 
	Get the specular component state. 
	*/
	bool					getSpecularEnable		() const	  { return mSpecularEnable; }


	/** 
	@see SubRenderState::resolveParameters.
	*/
	virtual bool			resolveParameters			(ProgramSet* programSet);

	/** Resolve global lighting parameters */
	bool					resolveGlobalParameters		(ProgramSet* programSet);

	/** Resolve per light parameters */
	bool					resolvePerLightParameters	(ProgramSet* programSet);

	/** 
	@see SubRenderState::resolveDependencies.
	*/
	virtual bool			resolveDependencies		(ProgramSet* programSet);

	/** 
	@see SubRenderState::addFunctionInvocations.
	*/
	virtual bool			addFunctionInvocations	(ProgramSet* programSet);
	

	/** 
	Internal method that adds related vertex shader functions invocations.
	*/
	bool			addVSInvocation						(Function* vsMain, const int groupOrder, int& internalCounter);

	/** 
	Internal method that adds per light illumination component functions invocations.
	*/
	bool			addVSIlluminationInvocation			(LightParams* curLightParams, Function* vsMain, const int groupOrder, int& internalCounter);

	/** 
	Internal method that perform normal fetch invocation.
	*/
	bool			addPSNormalFetchInvocation		(Function* psMain, const int groupOrder, int& internalCounter);


	/** 
	Internal method that adds global illumination component functions invocations.
	*/
	bool			addPSGlobalIlluminationInvocation	(Function* psMain, const int groupOrder, int& internalCounter);

	/** 
	Internal method that adds per light illumination component functions invocations.
	*/
	bool			addPSIlluminationInvocation		(LightParams* curLightParams, Function* psMain, const int groupOrder, int& internalCounter);

	/** 
	Internal method that adds the final colour assignments.
	*/
	bool			addPSFinalAssignmentInvocation	(Function* psMain, const int groupOrder, int& internalCounter);


// Attributes.
protected:	
	String					mNormalMapTextureName;			// The normal map texture name.
	TrackVertexColourType	mTrackVertexColourType;			// Track per vertex colour type.
	bool					mSpecularEnable;				// Specular component enabled/disabled.
	LightParamsList			mLightParamsList;				// Light list.
	unsigned short			mNormalMapSamplerIndex;			// Normal map texture sampler index.
	unsigned int			mVSTexCoordSetIndex;			// Vertex shader input texture coordinate set index.
	FilterOptions			mNormalMapMinFilter;			// The normal map min filter.
	FilterOptions			mNormalMapMagFilter;			// The normal map mag filter.
	FilterOptions			mNormalMapMipFilter;			// The normal map mip filter.
	unsigned int			mNormalMapAnisotropy;			// The normal map max anisotropy value.
	Real					mNormalMapMipBias;				// The normal map mip map bias.
	NormalMapSpace			mNormalMapSpace;				// The normal map space.
	UniformParameterPtr		mWorldMatrix;					// World matrix parameter.
	UniformParameterPtr		mWorldInvRotMatrix;				// World matrix inverse rotation matrix parameter.
	UniformParameterPtr		mCamPosWorldSpace;				// Camera position in world space parameter.	
	ParameterPtr			mVSInPosition;					// Vertex shader input position parameter.
	ParameterPtr			mVSWorldPosition;				// Vertex shader world position parameter.
	ParameterPtr			mVSOutView;						// Vertex shader output view vector (position in camera space) parameter.
	ParameterPtr			mPSInView;						// Pixel shader input view position (position in camera space) parameter.
	ParameterPtr			mVSInNormal;					// Vertex shader input normal.
	ParameterPtr			mVSInTangent;					// Vertex shader input tangent.
	ParameterPtr			mVSTBNMatrix;					// Vertex shader local TNB matrix.
	ParameterPtr			mVSLocalDir;					// Vertex shader local light direction.
	UniformParameterPtr		mNormalMapSampler;				// Normal map texture sampler parameter.
	ParameterPtr			mPSNormal;						// Pixel shader normal parameter.
	ParameterPtr			mVSInTexcoord;					// Vertex shader input texture coordinates.
	ParameterPtr			mVSOutTexcoord;					// Vertex shader output texture coordinates.
	ParameterPtr			mPSInTexcoord;					// Pixel shader input texture coordinates.
	ParameterPtr			mPSTempDiffuseColour;			// Pixel shader temporary diffuse calculation parameter.
	ParameterPtr			mPSTempSpecularColour;			// Pixel shader temporary specular calculation parameter.
	ParameterPtr			mPSDiffuse;						// Pixel shader input/local diffuse parameter.	
	ParameterPtr			mPSSpecular;					// Pixel shader input/local specular parameter.	
	ParameterPtr			mPSOutDiffuse;					// Pixel shader output diffuse parameter.	
	ParameterPtr			mPSOutSpecular;					// Pixel shader output specular parameter.	
	UniformParameterPtr		mDerivedSceneColour;			// Derived scene colour parameter.
	UniformParameterPtr		mLightAmbientColour;			// Ambient light colour parameter.
	UniformParameterPtr		mDerivedAmbientLightColour;		// Derived ambient light colour parameter.
	UniformParameterPtr		mSurfaceAmbientColour;			// Surface ambient colour parameter.
	UniformParameterPtr		mSurfaceDiffuseColour;			// Surface diffuse colour parameter.
	UniformParameterPtr		mSurfaceSpecularColour;			// Surface specular colour parameter.
	UniformParameterPtr		mSurfaceEmissiveColour;			// Surface emissive colour parameter.
	UniformParameterPtr		mSurfaceShininess;				// Surface shininess parameter.
	static Light			msBlankLight;					// Shared blank light.
};


/** 
A factory that enables creation of NormalMapLighting instances.
@remarks Sub class of SubRenderStateFactory
*/
class _OgreRTSSExport NormalMapLightingFactory : public SubRenderStateFactory
{
public:

	/** 
	@see SubRenderStateFactory::getType.
	*/
	virtual const String&	getType				() const;

	/** 
	@see SubRenderStateFactory::createInstance.
	*/
	virtual SubRenderState*	createInstance		(ScriptCompiler* compiler, PropertyAbstractNode* prop, Pass* pass);

	/** 
	@see SubRenderStateFactory::writeInstance.
	*/
	virtual void			writeInstance		(MaterialSerializer* ser, SubRenderState* subRenderState, Pass* srcPass, Pass* dstPass);

	
protected:

	/** 
	@see SubRenderStateFactory::createInstanceImpl.
	*/
	virtual SubRenderState*	createInstanceImpl	();


};

/** @} */
/** @} */

}
}

#endif
#endif