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/*
    Copyright (C) 2000 by Jorrit Tyberghein

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/

#ifndef __CS_IVIDEO_MATERIAL_H__
#define __CS_IVIDEO_MATERIAL_H__

/**\file
 * Material interface
 */
/**
 * \addtogroup gfx3d
 * @{ */
 
#include "csutil/scf_interface.h"
#include "csutil/strset.h"

#include "ivideo/shader/shader.h"


/// Name string for the material "diffuse" texture
#define CS_MATERIAL_TEXTURE_DIFFUSE		"tex diffuse"

struct iTextureHandle;
struct csRGBpixel;

/**
 * This class represents a material as seen from the engine
 * view. Because it is also a shader variable context it can be used directly 
 * for rendering.
 *
 * Main creators of instances implementing this interface:
 * - iEngine::CreateBaseMaterial()
 *
 * Main ways to get pointers to this interface:
 * - iMaterialWrapper::GetMaterial()
 *
 * Main users of this interface:
 * - 3D renderer implementations (iGraphics3D).
 */
struct iMaterial : public virtual iShaderVariableContext
{
  SCF_INTERFACE (iMaterial, 2, 2, 1);

  /**
   * Associate a shader with a shader type
   */
  virtual void SetShader (csStringID type, iShader* shader) = 0;

  /**
   * Get shader associated with a shader type
   */
  virtual iShader* GetShader (csStringID type) = 0;

  /**
   * Get all Shaders.
   */
  virtual const csHash<csRef<iShader>, csStringID>& GetShaders() const =0;

  /**
   * Get the base ("tex diffuse") texture from the material.
   * \remarks A material can have an arbitrary number of textures attached,
   *  however not necessarily a diffuse texture.
   *  What texture is used to what effect depends on the actual shader(s) used
   *  at runtime.
   */
  virtual iTextureHandle *GetTexture () = 0;

  /**
   * Get a texture from the material.
   * \remarks A material can have an arbitrary number of textures attached.
   *  What texture is used to what effect depends on the actual shader(s) used
   *  at runtime.
   */ // A link to a list of common texture names would be great.
  virtual iTextureHandle* GetTexture (CS::ShaderVarStringID name) = 0;

  /**
   * Get shader for the first type from \a types that as a shader attached.
   */
  virtual iShader* GetFirstShader (const csStringID* types,
    size_t numTypes) = 0;
};

/** @} */

#endif // __CS_IVIDEO_MATERIAL_H__