This file is indexed.

/usr/include/OGRE/OgreViewport.h is in libogre-1.9-dev 1.9.0+dfsg1-7.

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
/*
-----------------------------------------------------------------------------
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 __Viewport_H__
#define __Viewport_H__

#include "OgrePrerequisites.h"
#include "OgreCommon.h"
#include "OgreColourValue.h"
#include "OgreFrustum.h"
#include "OgreHeaderPrefix.h"

namespace Ogre {
	/** \addtogroup Core
	*  @{
	*/
	/** \addtogroup RenderSystem
	*  @{
	*/
	/** An abstraction of a viewport, i.e. a rendering region on a render
        target.
        @remarks
            A viewport is the meeting of a camera and a rendering surface -
            the camera renders the scene from a viewpoint, and places its
            results into some subset of a rendering target, which may be the
            whole surface or just a part of the surface. Each viewport has a
            single camera as source and a single target as destination. A
            camera only has 1 viewport, but a render target may have several.
            A viewport also has a Z-order, i.e. if there is more than one
            viewport on a single render target and they overlap, one must
            obscure the other in some predetermined way.
    */
	class _OgreExport Viewport : public ViewportAlloc
    {
    public:
		/** Listener interface so you can be notified of Viewport changes. */
		class _OgreExport Listener
		{
		public:
			virtual ~Listener() {}

			/** Notification of when a new camera is set to target listening Viewport. */
			virtual void viewportCameraChanged(Viewport* viewport) {}

			/** Notification of when target listening Viewport's dimensions changed. */
			virtual void viewportDimensionsChanged(Viewport* viewport) {}

			/** Notification of when target listening Viewport's is destroyed. */
			virtual void viewportDestroyed(Viewport* viewport) {}
		};

        /** The usual constructor.
            @param camera
                Pointer to a camera to be the source for the image.
            @param target
                Pointer to the render target to be the destination
                for the rendering.
            @param left, top, width, height
                Dimensions of the viewport, expressed as a value between
                0 and 1. This allows the dimensions to apply irrespective of
                changes in the target's size: e.g. to fill the whole area,
                values of 0,0,1,1 are appropriate.
            @param ZOrder
                Relative Z-order on the target. Lower = further to
                the front.
        */
        Viewport(
            Camera* camera,
            RenderTarget* target,
            Real left, Real top,
            Real width, Real height,
            int ZOrder);

        /** Default destructor.
        */
        virtual ~Viewport();

        /** Notifies the viewport of a possible change in dimensions.
            @remarks
                Used by the target to update the viewport's dimensions
                (usually the result of a change in target size).
            @note
                Internal use by Ogre only.
        */
        void _updateDimensions(void);

        /** Instructs the viewport to updates its contents.
        */
        void update(void);
		
		/** Instructs the viewport to clear itself, without performing an update.
		 @remarks
			You would not normally call this method when updating the viewport, 
			since the viewport usually clears itself when updating anyway (@see 
		    Viewport::setClearEveryFrame). However, if you wish you have the
			option of manually clearing the frame buffer (or elements of it)
		    using this method.
		 @param buffers Bitmask identifying which buffer elements to clear
		 @param colour The colour value to clear to, if FBT_COLOUR is included
		 @param depth The depth value to clear to, if FBT_DEPTH is included
		 @param stencil The stencil value to clear to, if FBT_STENCIL is included
		*/
		void clear(unsigned int buffers = FBT_COLOUR | FBT_DEPTH,
				   const ColourValue& colour = ColourValue::Black, 
				   Real depth = 1.0f, unsigned short stencil = 0);

        /** Retrieves a pointer to the render target for this viewport.
        */
        RenderTarget* getTarget(void) const;

        /** Retrieves a pointer to the camera for this viewport.
        */
        Camera* getCamera(void) const;

        /** Sets the camera to use for rendering to this viewport. */
        void setCamera(Camera* cam);

        /** Gets the Z-Order of this viewport. */
		int getZOrder(void) const;
		/** Gets one of the relative dimensions of the viewport,
            a value between 0.0 and 1.0.
        */
        Real getLeft(void) const;

        /** Gets one of the relative dimensions of the viewport, a value
            between 0.0 and 1.0.
        */
        Real getTop(void) const;

        /** Gets one of the relative dimensions of the viewport, a value
            between 0.0 and 1.0.
        */

        Real getWidth(void) const;
        /** Gets one of the relative dimensions of the viewport, a value
            between 0.0 and 1.0.
        */

        Real getHeight(void) const;
        /** Gets one of the actual dimensions of the viewport, a value in
            pixels.
        */

        int getActualLeft(void) const;
        /** Gets one of the actual dimensions of the viewport, a value in
            pixels.
        */

        int getActualTop(void) const;
        /** Gets one of the actual dimensions of the viewport, a value in
            pixels.
        */
        int getActualWidth(void) const;
        /** Gets one of the actual dimensions of the viewport, a value in
            pixels.
        */

        int getActualHeight(void) const;

        /** Sets the dimensions (after creation).
            @param
                left Left point of viewport.
            @param
                top Top point of the viewport.
            @param
                width Width of the viewport.
            @param
                height Height of the viewport.
            @note Dimensions relative to the size of the target,
                represented as real values between 0 and 1. i.e. the full
                target area is 0, 0, 1, 1.
        */
        void setDimensions(Real left, Real top, Real width, Real height);

        /** Set the orientation mode of the viewport.
        */
        void setOrientationMode(OrientationMode orientationMode, bool setDefault = true);

        /** Get the orientation mode of the viewport.
        */
        OrientationMode getOrientationMode() const;

        /** Set the initial orientation mode of viewports.
        */
        static void setDefaultOrientationMode(OrientationMode orientationMode);

        /** Get the initial orientation mode of viewports.
        */
        static OrientationMode getDefaultOrientationMode();

        /** Sets the initial background colour of the viewport (before
            rendering).
        */
        void setBackgroundColour(const ColourValue& colour);

        /** Gets the background colour.
        */
        const ColourValue& getBackgroundColour(void) const;

		/** Sets the initial depth buffer value of the viewport (before
            rendering). Default is 1
        */
        void setDepthClear( Real depth );

        /** Gets the default depth buffer value to which the viewport is cleared.
        */
        Real getDepthClear(void) const;

        /** Determines whether to clear the viewport before rendering.
		@remarks
			You can use this method to set which buffers are cleared
			(if any) before rendering every frame.
        @param clear Whether or not to clear any buffers
		@param buffers One or more values from FrameBufferType denoting
			which buffers to clear, if clear is set to true. Note you should
			not clear the stencil buffer here unless you know what you're doing.
         */
        void setClearEveryFrame(bool clear, unsigned int buffers = FBT_COLOUR | FBT_DEPTH);

        /** Determines if the viewport is cleared before every frame.
        */
        bool getClearEveryFrame(void) const;

		/** Gets which buffers are to be cleared each frame. */
        unsigned int getClearBuffers(void) const;

		/** Sets whether this viewport should be automatically updated 
			if Ogre's rendering loop or RenderTarget::update is being used.
        @remarks
            By default, if you use Ogre's own rendering loop (Root::startRendering)
            or call RenderTarget::update, all viewports are updated automatically.
            This method allows you to control that behaviour, if for example you 
			have a viewport which you only want to update periodically.
        @param autoupdate If true, the viewport is updated during the automatic
            render loop or when RenderTarget::update() is called. If false, the 
            viewport is only updated when its update() method is called explicitly.
        */
		void setAutoUpdated(bool autoupdate);
		/** Gets whether this viewport is automatically updated if 
			Ogre's rendering loop or RenderTarget::update is being used.
        */
		bool isAutoUpdated() const;

		/** Set the material scheme which the viewport should use.
		@remarks
			This allows you to tell the system to use a particular
			material scheme when rendering this viewport, which can 
			involve using different techniques to render your materials.
		@see Technique::setSchemeName
		*/
		void setMaterialScheme(const String& schemeName)
		{ mMaterialSchemeName = schemeName; }
		
		/** Get the material scheme which the viewport should use.
		*/
		const String& getMaterialScheme(void) const
		{ return mMaterialSchemeName; }

		/** Access to actual dimensions (based on target size).
        */
        void getActualDimensions(
            int &left, int &top, int &width, int &height ) const;

        bool _isUpdated(void) const;
        void _clearUpdatedFlag(void);

        /** Gets the number of rendered faces in the last update.
        */
        unsigned int _getNumRenderedFaces(void) const;

        /** Gets the number of rendered batches in the last update.
        */
        unsigned int _getNumRenderedBatches(void) const;

        /** Tells this viewport whether it should display Overlay objects.
        @remarks
            Overlay objects are layers which appear on top of the scene. They are created via
            SceneManager::createOverlay and every viewport displays these by default.
            However, you probably don't want this if you're using multiple viewports,
            because one of them is probably a picture-in-picture which is not supposed to
            have overlays of it's own. In this case you can turn off overlays on this viewport
            by calling this method.
        @param enabled If true, any overlays are displayed, if false they are not.
        */
        void setOverlaysEnabled(bool enabled);

        /** Returns whether or not Overlay objects (created in the SceneManager) are displayed in this
            viewport. */
        bool getOverlaysEnabled(void) const;

        /** Tells this viewport whether it should display skies.
        @remarks
            Skies are layers which appear on background of the scene. They are created via
            SceneManager::setSkyBox, SceneManager::setSkyPlane and SceneManager::setSkyDome and
            every viewport displays these by default. However, you probably don't want this if
            you're using multiple viewports, because one of them is probably a picture-in-picture
            which is not supposed to have skies of it's own. In this case you can turn off skies
            on this viewport by calling this method.
        @param enabled If true, any skies are displayed, if false they are not.
        */
        void setSkiesEnabled(bool enabled);

        /** Returns whether or not skies (created in the SceneManager) are displayed in this
            viewport. */
        bool getSkiesEnabled(void) const;

        /** Tells this viewport whether it should display shadows.
        @remarks
            This setting enables you to disable shadow rendering for a given viewport. The global
			shadow technique set on SceneManager still controls the type and nature of shadows,
			but this flag can override the setting so that no shadows are rendered for a given
			viewport to save processing time where they are not required.
        @param enabled If true, any shadows are displayed, if false they are not.
        */
        void setShadowsEnabled(bool enabled);

        /** Returns whether or not shadows (defined in the SceneManager) are displayed in this
            viewport. */
        bool getShadowsEnabled(void) const;


		/** Sets a per-viewport visibility mask.
		@remarks
			The visibility mask is a way to exclude objects from rendering for
			a given viewport. For each object in the frustum, a check is made
			between this mask and the objects visibility flags 
			(@see MovableObject::setVisibilityFlags), and if a binary 'and'
			returns zero, the object will not be rendered.
		*/
		void setVisibilityMask(uint32 mask) { mVisibilityMask = mask; }

		/** Gets a per-viewport visibility mask.
		@see Viewport::setVisibilityMask
		*/
		uint getVisibilityMask(void) const { return mVisibilityMask; }

		/** Sets the use of a custom RenderQueueInvocationSequence for
			rendering this target.
		@remarks
			RenderQueueInvocationSequence instances are managed through Root. By
			setting this, you are indicating that you wish this RenderTarget to
			be updated using a custom sequence of render queue invocations, with
			potentially customised ordering and render state options. You should
			create the named sequence through Root first, then set the name here.
		@param sequenceName The name of the RenderQueueInvocationSequence to use. If you
			specify a blank string, behaviour will return to the default render
			queue management.
		*/
		virtual void setRenderQueueInvocationSequenceName(const String& sequenceName);
		/** Gets the name of the render queue invocation sequence for this target. */
		virtual const String& getRenderQueueInvocationSequenceName(void) const;
		/// Get the invocation sequence - will return null if using standard
		RenderQueueInvocationSequence* _getRenderQueueInvocationSequence(void);

        /** Convert oriented input point coordinates to screen coordinates. */
        void pointOrientedToScreen(const Vector2 &v, int orientationMode, Vector2 &outv);
        void pointOrientedToScreen(Real orientedX, Real orientedY, int orientationMode,
                                   Real &screenX, Real &screenY);

		/// Add a listener to this camera
		void addListener(Listener* l);
		/// Remove a listener to this camera
		void removeListener(Listener* l);

    protected:
        Camera* mCamera;
        RenderTarget* mTarget;
        /// Relative dimensions, irrespective of target dimensions (0..1)
        float mRelLeft, mRelTop, mRelWidth, mRelHeight;
        /// Actual dimensions, based on target dimensions
        int mActLeft, mActTop, mActWidth, mActHeight;
        /// Z-order
        int mZOrder;
        /// Background options
        ColourValue mBackColour;
		Real mDepthClearValue;
        bool mClearEveryFrame;
		unsigned int mClearBuffers;
        bool mUpdated;
        bool mShowOverlays;
        bool mShowSkies;
		bool mShowShadows;
		uint32 mVisibilityMask;
		// Render queue invocation sequence name
		String mRQSequenceName;
		RenderQueueInvocationSequence* mRQSequence;
		/// Material scheme
		String mMaterialSchemeName;
        /// Viewport orientation mode
        OrientationMode mOrientationMode;
        static OrientationMode mDefaultOrientationMode;

		/// Automatic rendering on/off
		bool mIsAutoUpdated;

		typedef vector<Listener*>::type ListenerList;
		ListenerList mListeners;
    };
	/** @} */
	/** @} */

}

#include "OgreHeaderSuffix.h"

#endif