This file is indexed.

/usr/include/OGRE/RenderSystems/GL/OgreGLRenderSystem.h is in libogre-dev 1.7.4-3.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
/*
-----------------------------------------------------------------------------
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 __GLRenderSystem_H__
#define __GLRenderSystem_H__

#include "OgreGLPrerequisites.h"
#include "OgrePlatform.h"
#include "OgreRenderSystem.h"
#include "OgreGLHardwareBufferManager.h"
#include "OgreGLGpuProgramManager.h"
#include "OgreGLSLProgramFactory.h"
#include "OgreVector4.h"

namespace Ogre {
    /**
      Implementation of GL as a rendering system.
     */
    class _OgreGLExport GLRenderSystem : public RenderSystem
    {
    private:
        /// Rendering loop control
        bool mStopRendering;

        /** Array of up to 8 lights, indexed as per API
            Note that a null value indicates a free slot
          */ 
        #define MAX_LIGHTS 8
        Light* mLights[MAX_LIGHTS];

        /// View matrix to set world against
        Matrix4 mViewMatrix;
        Matrix4 mWorldMatrix;
        Matrix4 mTextureMatrix;

        /// Last min & mip filtering options, so we can combine them
        FilterOptions mMinFilter;
        FilterOptions mMipFilter;

        /// What texture coord set each texture unit is using
        size_t mTextureCoordIndex[OGRE_MAX_TEXTURE_LAYERS];

        /// Holds texture type settings for every stage
        GLenum mTextureTypes[OGRE_MAX_TEXTURE_LAYERS];

		/// Number of fixed-function texture units
		unsigned short mFixedFunctionTextureUnits;

        void initConfigOptions(void);
        void initInputDevices(void);
        void processInputDevices(void);

        void setGLLight(size_t index, Light* lt);
        void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
 
        GLint getBlendMode(SceneBlendFactor ogreBlend) const;
		GLint getTextureAddressingMode(TextureUnitState::TextureAddressingMode tam) const;
				void initialiseContext(RenderWindow* primary);

        void setLights();

        /// Store last depth write state
        bool mDepthWrite;
		/// Store last stencil mask state
		uint32 mStencilMask;
		/// Store last colour write state
		bool mColourWrite[4];

        GLint convertCompareFunction(CompareFunction func) const;
        GLint convertStencilOp(StencilOperation op, bool invert = false) const;

		/// Internal method for anisotropy validation
		GLfloat _getCurrentAnisotropy(size_t unit);
		
        /// GL support class, used for creating windows etc.
        GLSupport* mGLSupport;
        
        /// Internal method to set pos / direction of a light
        void setGLLightPositionDirection(Light* lt, GLenum lightindex);

        bool mUseAutoTextureMatrix;
        GLfloat mAutoTextureMatrix[16];

        /// Check if the GL system has already been initialised
        bool mGLInitialised;

        HardwareBufferManager* mHardwareBufferManager;
        GLGpuProgramManager* mGpuProgramManager;
		GLSLProgramFactory* mGLSLProgramFactory;

        unsigned short mCurrentLights;

        GLuint getCombinedMinMipFilter(void) const;

        GLGpuProgram* mCurrentVertexProgram;
        GLGpuProgram* mCurrentFragmentProgram;
		GLGpuProgram* mCurrentGeometryProgram;

		/* The main GL context - main thread only */
        GLContext *mMainContext;
        /* The current GL context  - main thread only */
        GLContext *mCurrentContext;
		typedef list<GLContext*>::type GLContextList;
		/// List of background thread contexts
		GLContextList mBackgroundContextList;

        /** Manager object for creating render textures.
            Direct render to texture via GL_EXT_framebuffer_object is preferable 
			to pbuffers, which depend on the GL support used and are generally 
			unwieldy and slow. However, FBO support for stencil buffers is poor.
        */
        GLRTTManager *mRTTManager;

		ushort mActiveTextureUnit;

	protected:
		void setClipPlanesImpl(const PlaneList& clipPlanes);
		bool activateGLTextureUnit(size_t unit);
    public:
        // Default constructor / destructor
        GLRenderSystem();
        ~GLRenderSystem();

        // ----------------------------------
        // Overridden RenderSystem functions
        // ----------------------------------
        /** See
          RenderSystem
         */
        const String& getName(void) const;
        /** See
          RenderSystem
         */
        ConfigOptionMap& getConfigOptions(void);
        /** See
          RenderSystem
         */
        void setConfigOption(const String &name, const String &value);
        /** See
          RenderSystem
         */
        String validateConfigOptions(void);
        /** See
          RenderSystem
         */
        RenderWindow* _initialise(bool autoCreateWindow, const String& windowTitle = "OGRE Render Window");
        /** See
          RenderSystem
         */
				virtual RenderSystemCapabilities* createRenderSystemCapabilities() const;
        /** See
          RenderSystem
         */
				void initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps, RenderTarget* primary);
        /** See
          RenderSystem
         */
        void reinitialise(void); // Used if settings changed mid-rendering
        /** See
          RenderSystem
         */
        void shutdown(void);

        /** See
          RenderSystem
         */
        void setAmbientLight(float r, float g, float b);
        /** See
          RenderSystem
         */
        void setShadingType(ShadeOptions so);
        /** See
          RenderSystem
         */
        void setLightingEnabled(bool enabled);
        
		/// @copydoc RenderSystem::_createRenderWindow
		RenderWindow* _createRenderWindow(const String &name, unsigned int width, unsigned int height, 
			bool fullScreen, const NameValuePairList *miscParams = 0);

		/// @copydoc RenderSystem::_createRenderWindows
		bool _createRenderWindows(const RenderWindowDescriptionList& renderWindowDescriptions, 
			RenderWindowList& createdWindows);

		
		/// @copydoc RenderSystem::createMultiRenderTarget
		virtual MultiRenderTarget * createMultiRenderTarget(const String & name); 
		
        /** See
          RenderSystem
         */
        void destroyRenderWindow(RenderWindow* pWin);
        /** See
          RenderSystem
         */
        String getErrorDescription(long errorNumber) const;

        /** See
          RenderSystem
         */
        VertexElementType getColourVertexElementType(void) const;
        /** See
          RenderSystem
         */
        void setNormaliseNormals(bool normalise);

        // -----------------------------
        // Low-level overridden members
        // -----------------------------
        /** See
          RenderSystem
         */
        void _useLights(const LightList& lights, unsigned short limit);
        /** See
          RenderSystem
         */
		bool areFixedFunctionLightsInViewSpace() const { return true; }
        /** See
          RenderSystem
         */
        void _setWorldMatrix(const Matrix4 &m);
        /** See
          RenderSystem
         */
        void _setViewMatrix(const Matrix4 &m);
        /** See
          RenderSystem
         */
        void _setProjectionMatrix(const Matrix4 &m);
        /** See
          RenderSystem
         */
        void _setSurfaceParams(const ColourValue &ambient,
            const ColourValue &diffuse, const ColourValue &specular,
            const ColourValue &emissive, Real shininess,
            TrackVertexColourType tracking);
        /** See
          RenderSystem
         */
		void _setPointParameters(Real size, bool attenuationEnabled, 
			Real constant, Real linear, Real quadratic, Real minSize, Real maxSize);
        /** See
          RenderSystem
         */
		void _setPointSpritesEnabled(bool enabled);
		/** See
          RenderSystem
         */
        void _setTexture(size_t unit, bool enabled, const TexturePtr &tex);
        /** See
          RenderSystem
         */
        void _setTextureCoordSet(size_t stage, size_t index);
        /** See
          RenderSystem
         */
        void _setTextureCoordCalculation(size_t stage, TexCoordCalcMethod m, 
            const Frustum* frustum = 0);
        /** See
          RenderSystem
         */
        void _setTextureBlendMode(size_t stage, const LayerBlendModeEx& bm);
        /** See
          RenderSystem
         */
        void _setTextureAddressingMode(size_t stage, const TextureUnitState::UVWAddressingMode& uvw);
        /** See
          RenderSystem
         */
        void _setTextureBorderColour(size_t stage, const ColourValue& colour);
		/** See
		  RenderSystem
		 */
		void _setTextureMipmapBias(size_t unit, float bias);
        /** See
          RenderSystem
         */
        void _setTextureMatrix(size_t stage, const Matrix4& xform);
        /** See
          RenderSystem
         */
        void _setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op );
        /** See
          RenderSystem
         */
		void _setSeparateSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op, SceneBlendOperation alphaOp );
        /** See
          RenderSystem
         */
		void _setSceneBlendingOperation(SceneBlendOperation op);
		/** See
          RenderSystem
         */
		void _setSeparateSceneBlendingOperation(SceneBlendOperation op, SceneBlendOperation alphaOp);
		/** See
          RenderSystem
         */
        void _setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage);
        /** See
          RenderSystem
         */
        void _setViewport(Viewport *vp);
        /** See
          RenderSystem
         */
        void _beginFrame(void);
        /** See
          RenderSystem
         */
        void _endFrame(void);
        /** See
          RenderSystem
         */
        void _setCullingMode(CullingMode mode);
        /** See
          RenderSystem
         */
        void _setDepthBufferParams(bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL);
        /** See
          RenderSystem
         */
        void _setDepthBufferCheckEnabled(bool enabled = true);
        /** See
          RenderSystem
         */
        void _setDepthBufferWriteEnabled(bool enabled = true);
        /** See
          RenderSystem
         */
        void _setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
        /** See
          RenderSystem
         */
        void _setDepthBias(float constantBias, float slopeScaleBias);
        /** See
          RenderSystem
         */
        void _setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
		/** See
          RenderSystem
         */
        void _setFog(FogMode mode, const ColourValue& colour, Real density, Real start, Real end);
        /** See
          RenderSystem
         */
        void _convertProjectionMatrix(const Matrix4& matrix,
            Matrix4& dest, bool forGpuProgram = false);
        /** See
          RenderSystem
         */
        void _makeProjectionMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane, 
            Matrix4& dest, bool forGpuProgram = false);
        /** See
          RenderSystem
         */
        void _makeProjectionMatrix(Real left, Real right, Real bottom, Real top, 
            Real nearPlane, Real farPlane, Matrix4& dest, bool forGpuProgram = false);
        /** See
          RenderSystem
         */
		void _makeOrthoMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane, 
            Matrix4& dest, bool forGpuProgram = false);
        /** See
        RenderSystem
        */
        void _applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, 
            bool forGpuProgram);
        /** See
          RenderSystem
         */
        void setClipPlane (ushort index, Real A, Real B, Real C, Real D);
        /** See
          RenderSystem
         */
        void enableClipPlane (ushort index, bool enable);
        /** See
          RenderSystem
         */
        void _setPolygonMode(PolygonMode level);
        /** See
          RenderSystem
         */
        void setStencilCheckEnabled(bool enabled);
        /** See
          RenderSystem.
         */
        void setStencilBufferParams(CompareFunction func = CMPF_ALWAYS_PASS, 
            uint32 refValue = 0, uint32 mask = 0xFFFFFFFF, 
            StencilOperation stencilFailOp = SOP_KEEP, 
            StencilOperation depthFailOp = SOP_KEEP,
            StencilOperation passOp = SOP_KEEP, 
            bool twoSidedOperation = false);
        /** See
          RenderSystem
         */
        void _setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions filter);
        /** See
          RenderSystem
         */
		void _setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy);
        /** See
          RenderSystem
         */
		void setVertexDeclaration(VertexDeclaration* decl);
        /** See
          RenderSystem
         */
		void setVertexBufferBinding(VertexBufferBinding* binding);
        /** See
          RenderSystem
         */
        void _render(const RenderOperation& op);
        /** See
          RenderSystem
         */
        void bindGpuProgram(GpuProgram* prg);
        /** See
          RenderSystem
         */
        void unbindGpuProgram(GpuProgramType gptype);
        /** See
          RenderSystem
         */
		void bindGpuProgramParameters(GpuProgramType gptype, 
			GpuProgramParametersSharedPtr params, uint16 variabilityMask);
		/** See
		  RenderSystem
		 */
		void bindGpuProgramPassIterationParameters(GpuProgramType gptype);
        /** See
          RenderSystem
         */
        void setScissorTest(bool enabled, size_t left = 0, size_t top = 0, size_t right = 800, size_t bottom = 600) ;
        void clearFrameBuffer(unsigned int buffers, 
            const ColourValue& colour = ColourValue::Black, 
            Real depth = 1.0f, unsigned short stencil = 0);
        HardwareOcclusionQuery* createHardwareOcclusionQuery(void);
        Real getHorizontalTexelOffset(void);
        Real getVerticalTexelOffset(void);
        Real getMinimumDepthInputValue(void);
        Real getMaximumDepthInputValue(void);
		OGRE_MUTEX(mThreadInitMutex)
		void registerThread();
		void unregisterThread();
		void preExtraThreadsStarted();
		void postExtraThreadsStarted();

        // ----------------------------------
        // GLRenderSystem specific members
        // ----------------------------------
        /** One time initialization for the RenderState of a context. Things that
            only need to be set once, like the LightingModel can be defined here.
         */
        void _oneTimeContextInitialization();
        /** Switch GL context, dealing with involved internal cached states too
        */
        void _switchContext(GLContext *context);
        /**
         * Set current render target to target, enabling its GL context if needed
         */
        void _setRenderTarget(RenderTarget *target);
        /** Unregister a render target->context mapping. If the context of target 
            is the current context, change the context to the main context so it
            can be destroyed safely. 
            
            @note This is automatically called by the destructor of 
            GLContext.
         */
        void _unregisterContext(GLContext *context);
		/** Returns the main context */
		GLContext* _getMainContext() {return mMainContext;} 

		/// @copydoc RenderSystem::getDisplayMonitorCount
		unsigned int getDisplayMonitorCount() const;
    };
}
#endif