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/****************************************************************************
**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia.  For licensing terms and
** conditions see http://qt.digia.com/licensing.  For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights.  These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/


#ifndef QGLRENDERORDER_H
#define QGLRENDERORDER_H

#include <Qt3D/qglscenenode.h>
#include <Qt3D/qglrenderstate.h>

QT_BEGIN_NAMESPACE

class Q_QT3D_EXPORT QGLRenderOrder
{
public:
    explicit QGLRenderOrder(const QGLSceneNode *node_ = 0, const QGLRenderState &state_ = QGLRenderState())
        : m_node(node_)
        , m_state(state_)
    {
    }
    ~QGLRenderOrder() {}

    uint effectHash() const;
    bool isEqual(const QGLRenderOrder &rhs) const;
    bool isLessThan(const QGLRenderOrder &rhs) const;
    inline bool isValid() const;

    inline bool operator!=(const QGLRenderOrder &rhs) const;
    inline bool operator==(const QGLRenderOrder &rhs) const;
    inline bool operator<(const QGLRenderOrder &rhs) const;

    inline const QGLSceneNode *node() const;
    inline void setState(const QGLRenderState &state);
    inline QGLRenderState state() const;
    inline QGLAbstractEffect *effectiveUserEffect() const;
    inline QGL::StandardEffect effectiveStandardEffect() const;
    inline QGLMaterial *effectiveMaterial() const;
    inline QGLMaterial *effectiveBackMaterial() const;
    inline bool effectiveHasEffect() const;
private:
    const QGLSceneNode *m_node;
    QGLRenderState m_state;
};


inline bool QGLRenderOrder::isValid() const
{
    return m_node;
}

inline bool QGLRenderOrder::operator!=(const QGLRenderOrder &rhs) const
{
    return !isEqual(rhs);
}

inline bool QGLRenderOrder::operator==(const QGLRenderOrder &rhs) const
{
    return isEqual(rhs);
}

inline bool QGLRenderOrder::operator<(const QGLRenderOrder &rhs) const
{
    return isLessThan(rhs);
}

inline const QGLSceneNode *QGLRenderOrder::node() const
{
    return m_node;
}

inline QGLRenderState QGLRenderOrder::state() const
{
    return m_state;
}

inline void QGLRenderOrder::setState(const QGLRenderState &state_)
{
    m_state = state_;
}

inline QGLAbstractEffect *QGLRenderOrder::effectiveUserEffect() const
{
    QGLAbstractEffect *result = 0;
    if (m_node)
    {
        if (m_node->userEffect())
            result = m_node->userEffect();
        else if (m_state.userEffect())
            result = m_state.userEffect();
    }
    return result;
}

inline QGL::StandardEffect QGLRenderOrder::effectiveStandardEffect() const
{
    QGL::StandardEffect result = QGL::FlatColor;
    if (m_node)
    {
        if (m_node->hasEffect())
            result = m_node->effect();
        else if (m_state.hasEffect())
            result = m_state.standardEffect();
    }
    return result;
}

inline QGLMaterial *QGLRenderOrder::effectiveMaterial() const
{
    QGLMaterial *result = 0;
    if (m_node)
    {
        if (m_node->material())
            result = m_node->material();
        else if (m_state.material())
            result = m_state.material();
    }
    return result;
}

inline QGLMaterial *QGLRenderOrder::effectiveBackMaterial() const
{
    QGLMaterial *result = 0;
    if (m_node)
    {
        if (m_node->backMaterial())
            result = m_node->backMaterial();
        else if (m_state.backMaterial())
            result = m_state.backMaterial();
    }
    return result;
}

inline bool QGLRenderOrder::effectiveHasEffect() const
{
    bool result = false;
    if (m_node)
    {
        if (m_node->hasEffect())
            result = true;
        else
            result = m_state.hasEffect();
    }
    return result;
}

inline uint qHash(const QGLRenderOrder &order)
{
    quint64 result = order.effectHash();
    return result ^ reinterpret_cast<quint64>(order.effectiveMaterial());
}

#ifndef QT_NO_DEBUG_STREAM
#include <QtCore/qdebug.h>
Q_QT3D_EXPORT QDebug operator<<(QDebug dbg, const QGLRenderOrder &order);
#endif

QT_END_NAMESPACE

#endif // QGLRENDERORDER_H