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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) 2000-2013 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 __InstanceBatchHW_H__
#define __InstanceBatchHW_H__

#include "OgreInstanceBatch.h"

namespace Ogre
{
	/** \addtogroup Core
	*  @{
	*/
	/** \addtogroup Scene
	*  @{
	*/

	/** This is technique requires true instancing hardware support.
		Basically it creates a cloned vertex buffer from the original, with an extra buffer containing
		3 additional TEXCOORDS (12 bytes) repeated as much as the instance count.
		That will be used for each instance data.
		@par
		The main advantage of this technique is that it's <u>VERY</u> fast; but it doesn't support
		skeletal animation at all. Very reduced memory consumption and bandwidth. Great for particles,
		debris, bricks, trees, sprites.
		This batch is one of the few (if not the only) techniques that allows culling on an individual
		basis. This means we can save vertex shader performance for instances that aren't in scene or
		just not focused by the camera.

        @remarks
			Design discussion webpage: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=59902
        @author
            Matias N. Goldberg ("dark_sylinc")
        @version
            1.1
     */
	class _OgreExport InstanceBatchHW : public InstanceBatch
	{
		bool	mKeepStatic;

		void setupVertices( const SubMesh* baseSubMesh );
		void setupIndices( const SubMesh* baseSubMesh );

		void removeBlendData();
		virtual bool checkSubMeshCompatibility( const SubMesh* baseSubMesh );

		size_t updateVertexBuffer( Camera *currentCamera );

	public:
		InstanceBatchHW( InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material,
							size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap,
							const String &batchName );
		virtual ~InstanceBatchHW();

		/** @see InstanceBatch::calculateMaxNumInstances */
		size_t calculateMaxNumInstances( const SubMesh *baseSubMesh, uint16 flags ) const;

		/** @see InstanceBatch::buildFrom */
		void buildFrom( const SubMesh *baseSubMesh, const RenderOperation &renderOperation );

		/** Overloaded so that we don't perform needless updates when in static mode. Also doing that
			could cause glitches with shadow mapping (since Ogre thinks we're small/bigger than we
			really are when displaying, or that we're somewhere else)
        */
		void _boundsDirty(void);

		/** @see InstanceBatch::setStaticAndUpdate. While this flag is true, no individual per-entity
			cull check is made. This means if the camera is looking at only one instance, all instances
			are sent to the vertex shader (unlike when this flag is false). This saves a lot of CPU
			power and a bit of bus bandwidth.
		*/
		void setStaticAndUpdate( bool bStatic );

		bool isStatic() const						{ return mKeepStatic; }

		//Renderable overloads
		void getWorldTransforms( Matrix4* xform ) const;
		unsigned short getNumWorldTransforms(void) const;

		/** Overloaded to avoid updating skeletons (which we don't support), check visibility on a
			per unit basis and finally updated the vertex buffer */
		virtual void _updateRenderQueue( RenderQueue* queue );
	};
}

#endif