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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 __ShaderProgramWriterManager_H__
#define __ShaderProgramWriterManager_H__

#include "OgreSingleton.h"
#include "OgreException.h"
#include "OgreShaderProgramWriter.h"

namespace Ogre {
namespace RTShader {

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

/** Interface definition for factories of ShaderProgramWriter. */
class _OgreRTSSExport ProgramWriterFactory : public RTShaderSystemAlloc
{
public:
	ProgramWriterFactory() {}
	virtual ~ProgramWriterFactory() {}
	
	/// Get the name of the language this factory creates programs for
	virtual const String& getTargetLanguage(void) const = 0;
	
	/// Create writer instance
	virtual ProgramWriter* create(void) = 0;
};

class _OgreRTSSExport ProgramWriterManager 
	: public Singleton<ProgramWriterManager>, public RTShaderSystemAlloc
{
public:
	typedef map<String, ProgramWriterFactory*>::type FactoryMap;
protected:
	/// Factories capable of creating ShaderProgramWriterFactory instances
	FactoryMap mFactories;

public:
	ProgramWriterManager();
	~ProgramWriterManager();

	/** Add a new factory object for high-level programs of a given language. */
	void addFactory(ProgramWriterFactory* factory);
	
	/** Remove a factory object for high-level programs of a given language. */
	void removeFactory(ProgramWriterFactory* factory);

	/** Returns whether a given high-level language is supported. */
	bool isLanguageSupported(const String& lang);

	/** Create a new, unloaded HighLevelGpuProgram. 
	@par
	This method creates a new program of the type specified as the second and third parameters.
	You will have to call further methods on the returned program in order to 
	define the program fully before you can load it.
	@param language Code of the language to use (e.g. "cg")
	*/
	ProgramWriter* createProgramWriter( const String& language);

	/** Override standard Singleton retrieval.
	@remarks
	Why do we do this? Well, it's because the Singleton
	implementation is in a .h file, which means it gets compiled
	into anybody who includes it. This is needed for the
	Singleton template to work, but we actually only want it
	compiled into the implementation of the class based on the
	Singleton, not all of them. If we don't change this, we get
	link errors when trying to use the Singleton-based class from
	an outside dll.
	@par
	This method just delegates to the template version anyway,
	but the implementation stays in this single compilation unit,
	preventing link errors.
	*/
	static ProgramWriterManager& getSingleton();

	/** Override standard Singleton retrieval.
	@remarks
	Why do we do this? Well, it's because the Singleton
	implementation is in a .h file, which means it gets compiled
	into anybody who includes it. This is needed for the
	Singleton template to work, but we actually only want it
	compiled into the implementation of the class based on the
	Singleton, not all of them. If we don't change this, we get
	link errors when trying to use the Singleton-based class from
	an outside dll.
	@par
	This method just delegates to the template version anyway,
	but the implementation stays in this single compilation unit,
	preventing link errors.
	*/
	static ProgramWriterManager* getSingletonPtr();
};
/** @} */
/** @} */
}
}


#endif