This file is indexed.

/usr/include/opencollada/COLLADAFramework/COLLADAFWRenderState.h is in opencollada-dev 0.1.0~20140703.ddf8f47+dfsg1-2.

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
/*
    Copyright (c) 2008-2009 NetAllied Systems GmbH

    This file is part of COLLADAFramework.

    Licensed under the MIT Open Source License, 
    for details please see LICENSE file or the website
    http://www.opensource.org/licenses/mit-license.php
*/

#ifndef __COLLADAFW_RENDER_STATE_H__
#define __COLLADAFW_RENDER_STATE_H__

#include "COLLADAFWPrerequisites.h"
//#include "COLLADAFWConstants.h"

#include "COLLADABUUtils.h"

namespace COLLADAFW
{

    /** Declares the storage for the graphical representation of an object. */
    class RenderState
    {

    public:

        /** Enumerates the COLLADAFW render states for effect passes.
        Each state description states the structure allocated in FCollada for this state.
        For example, ALPHA_FUNC describes: { FUDaePassStateFunction function = ALWAYS, float alphaComparison = 0.0f }.
        This implies a 8-byte structure with
        1) FUDaePassStateFunction::Function at offset 0; it defaults to the ALWAYS enumerated type.
        2) The alpha comparison value at offset 4; it defaults to 0.0f.
        All enumerated types are 4 byte in length. */
        enum PassState
        {
            ALPHA_FUNC = 0, /**< { FUDaePassStateFunction function = ALWAYS, float alphaComparison = 0.0f } */
            BLEND_FUNC, /**< { FUDaePassStateBlendType sourceBlend = ONE, FUDaePassStateBlendType destinationBlend = ZERO } */
            BLEND_FUNC_SEPARATE, /**< { FUDaePassStateBlendType sourceColorBlend = ONE, FUDaePassStateBlendType destinationColorBlend = ZERO, FUDaePassStateBlendType sourceAlphaBlend = ONE, FUDaePassStateBlendType destinationAlphaBlend = ZERO } */
            BLEND_EQUATION, /**< { FUDaePassStateBlendEquation blendEquation = ADD } */
            BLEND_EQUATION_SEPARATE, /**< { FUDaePassStateBlendEquation colorEquation = ADD, FUDaePassStateBlendEquation alphaEquation = ADD } */
            COLOR_MATERIAL, /**< { FUDaePassStateFaceType whichFaces = FRONT_AND_BACK, FUDaePassStateMaterialType material = AMBIENT_AND_DIFFUSE } */
            CULL_FACE, /**< { FUDaePassStateFaceType culledFaces = BACK } */
            DEPTH_FUNC, /**< { FUDaePassStateFunction depthAcceptFunction = ALWAYS } */
            FOG_MODE, /**< { FUDaePassStateFogType fogType = EXP } */
            FOG_COORD_SRC, /**< { FUDaePassStateFogCoordinateType type = FOG_COORDINATE } */

            FRONT_FACE = 10, /**< { FUDaePassStateFrontFaceType frontFaceSide = COUNTER_CLOCKWISE } */
            LIGHT_MODEL_COLOR_CONTROL, /**< { FUDaePassStateLightModelColorControlType controlType = SINGLE_COLOR } */
            LOGIC_OP, /**< { FUDaePassStateLogicOperation operation = COPY } */
            POLYGON_MODE, /**< { FUDaePassStateFaceType whichFaces = FRONT_AND_BACK, FUDaePassStatePolygonMode renderMode = FILL } */
            SHADE_MODEL, /**< { FUDaePassStateShadeModel model = SMOOTH } */
            STENCIL_FUNC, /**< { FUDaePassStateFunction acceptFunction = ALWAYS, uint8 referenceValue = 0, uint8 mask = 0xFF } */
            STENCIL_OP, /**< { FUDaePassStateStencilOperation failOperation = KEEP, FUDaePassStateStencilOperation depthFailOperation = KEEP, FUDaePassStateStencilOperation depthPassOperation = KEEP } */
            STENCIL_FUNC_SEPARATE, /**< { FUDaePassStateFunction frontFacesAcceptFunction = ALWAYS, FUDaePassStateFunction backFacesAcceptFunction = ALWAYS, uint8 referenceValue = 0, uint8 mask = 0xFF } */
            STENCIL_OP_SEPARATE, /**< { FUDaePassStateFaceType whichFaces = FRONT_AND_BACK, FUDaePassStateStencilOperation failOperation = KEEP, FUDaePassStateStencilOperation depthFailOperation = KEEP, FUDaePassStateStencilOperation depthPassOperation = KEEP } */
            STENCIL_MASK_SEPARATE, /**< { FUDaePassStateFaceType whichFaces = FRONT_AND_BACK, uint8 mask = 0xFF } */

            LIGHT_ENABLE = 20, /**< { uint8 lightIndex = 0, bool enabled = false } */
            LIGHT_AMBIENT, /**< { uint8 lightIndex = 0, FMVector4 ambientColor = [0,0,0,1] } */
            LIGHT_DIFFUSE, /**< { uint8 lightIndex = 0, FMVector4 diffuseColor = [0,0,0,0] } */
            LIGHT_SPECULAR, /**< { uint8 lightIndex = 0, FMVector4 specularColor = [0,0,0,0] } */
            LIGHT_POSITION, /**< { uint8 lightIndex = 0, FMVector4 position = [0,0,1,0] } */
            LIGHT_CONSTANT_ATTENUATION, /**< { uint8 lightIndex = 0, float constantAttenuation = 1.0f } */
            LIGHT_LINEAR_ATTENUATION, /**< { uint8 lightIndex = 0, float linearAttenuation = 0.0f } */
            LIGHT_QUADRATIC_ATTENUATION, /**< { uint8 lightIndex = 0, float quadraticAttenuation = 0.0f } */
            LIGHT_SPOT_CUTOFF, /**< { uint8 lightIndex = 0, float cutoff = 180.0f } */
            LIGHT_SPOT_DIRECTION, /**< { uint8 lightIndex = 0, FMVector4 direction = [0,0,-1] } */
            LIGHT_SPOT_EXPONENT = 30, /**< { uint8 lightIndex = 0, float exponent = 0.0f } */

            TEXTURE1D = 31, /**< { uint8 textureIndex = 0, uint32 textureId = 0 } */ 
            TEXTURE2D, /**< { uint8 textureIndex = 0, uint32 textureId = 0 } */
            TEXTURE3D, /**< { uint8 textureIndex = 0, uint32 textureId = 0 } */
            TEXTURECUBE, /**< { uint8 textureIndex = 0, uint32 textureId = 0 } */
            TEXTURERECT, /**< { uint8 textureIndex = 0, uint32 textureId = 0 } */
            TEXTUREDEPTH, /**< { uint8 textureIndex = 0, uint32 textureId = 0 } */
            TEXTURE1D_ENABLE, /**< { uint8 textureIndex = 0, bool enabled = false } */
            TEXTURE2D_ENABLE, /**< { uint8 textureIndex = 0, bool enabled = false } */
            TEXTURE3D_ENABLE, /**< { uint8 textureIndex = 0, bool enabled = false } */
            TEXTURECUBE_ENABLE, /**< { uint8 textureIndex = 0, bool enabled = false } */
            TEXTURERECT_ENABLE, /**< { uint8 textureIndex = 0, bool enabled = false } */
            TEXTUREDEPTH_ENABLE, /**< { uint8 textureIndex = 0, bool enabled = false } */
            TEXTURE_ENV_COLOR, /**< { uint8 textureIndex = 0, FMVector4 environmentColor = [0,0,0,0] } */
            TEXTURE_ENV_MODE, /**< { uint8 textureIndex = 0, char environmentMode[255] = "" } */

            CLIP_PLANE = 45, /**< { uint8 planeIndex = 0, FMVector4 planeValue = [0,0,0,0] } */
            CLIP_PLANE_ENABLE, /**< { uint8 planeIndex = 0, bool enabled = false } */
            BLEND_COLOR, /**< { FMVector4 blendColor = [0,0,0,0] } */
            CLEAR_COLOR, /**< { FMVector4 clearColor = [0,0,0,0] } */
            CLEAR_STENCIL, /**< { uint32 clearStencilValue = 0 } */
            CLEAR_DEPTH, /**< { float clearDepthValue = 1.0f } */
            COLOR_MASK, /**< { bool redWriteMask = true, bool greenWriteMask = true, bool blueWriteMask = true, bool alphaWriteMask = true } */
            DEPTH_BOUNDS, /**< { FMVector2 depthBounds = [0,1] } */
            DEPTH_MASK, /**< { bool depthWriteMask = true } */
            DEPTH_RANGE, /**< { float minimumDepthValue = 0.0f, float maximumDepthValue = 1.0f } */

            FOG_DENSITY = 55, /**< { float fogDensity = 1.0f } */
            FOG_START, /**< { float fogStartDepthValue = 0.0f } */
            FOG_END, /**< { float fogEndDepthValue = 1.0f } */
            FOG_COLOR, /**< { FMVector4 fogColor = [0,0,0,0] } */
            LIGHT_MODEL_AMBIENT, /**< { FMVector4 ambientColor = [0.2,0.2,0.2,1] } */
            LIGHTING_ENABLE, /**< { bool enabled = false } */
            LINE_STIPPLE, /**< { uint16 lineStippleStart = 1, uint16 lineStippleEnd = 0xFF } */
            LINE_WIDTH, /**< { float lineWidth = 1.0f } */

            MATERIAL_AMBIENT = 63, /**< { FMVector4 ambientColor = [0.2,0.2,0.2,1] } */
            MATERIAL_DIFFUSE, /**< { FMVector4 diffuseColor = [0.8,0.8,0.8,1] } */
            MATERIAL_EMISSION, /**< { FMVector4 emissionColor = [0,0,0,1] } */
            MATERIAL_SHININESS, /**< { float shininessOrSpecularLevel = 0.0f } */
            MATERIAL_SPECULAR, /**< { FMVector4 specularColor = [0,0,0,1] } */
            MODEL_VIEW_MATRIX, /**< { FMMatrix44 modelViewMatrix = FMMatrix44::Identity } */
            POINT_DISTANCE_ATTENUATION, /**< { FMVector3 attenuation = [1,0,0] } */
            POINT_FADE_THRESHOLD_SIZE, /**< { float threshold = 1.0f } */
            POINT_SIZE, /**< { float size = 1.0f } */
            POINT_SIZE_MIN, /**< { float minimum = 0.0f } */
            POINT_SIZE_MAX, /**< { float maximum = 1.0f } */

            POLYGON_OFFSET = 74, /**< { float factor = 0.0f, float units = 0.0f } */
            PROJECTION_MATRIX, /**< { FMMatrix44 projectionMatrix = FMMatrix44::Identity } */
            SCISSOR, /**< { FMVector4 scissor = [0,0,0,0] } */
            STENCIL_MASK, /**< { uint32 mask = 0xFFFFFFFF } */
            ALPHA_TEST_ENABLE, /**< { bool enabled = false } */
            AUTO_NORMAL_ENABLE, /**< { bool enabled  = false } */
            BLEND_ENABLE, /**< { bool enabled  = false } */
            COLOR_LOGIC_OP_ENABLE, /**< { bool enabled  = false } */
            COLOR_MATERIAL_ENABLE, /**< { bool enabled  = true } */
            CULL_FACE_ENABLE, /**< { bool enabled  = false } */

            DEPTH_BOUNDS_ENABLE = 84, /**< { bool enabled  = false } */
            DEPTH_CLAMP_ENABLE, /**< { bool enabled  = false } */
            DEPTH_TEST_ENABLE, /**< { bool enabled  = false } */
            DITHER_ENABLE, /**< { bool enabled  = false } */
            FOG_ENABLE, /**< { bool enabled  = false } */
            LIGHT_MODEL_LOCAL_VIEWER_ENABLE, /**< { bool enabled  = false } */
            LIGHT_MODEL_TWO_SIDE_ENABLE, /**< { bool enabled  = false } */
            LINE_SMOOTH_ENABLE, /**< { bool enabled  = false } */
            LINE_STIPPLE_ENABLE, /**< { bool enabled = false } */
            LOGIC_OP_ENABLE, /**< { bool enabled  = false } */
            MULTISAMPLE_ENABLE, /**< { bool enabled  = false } */

            NORMALIZE_ENABLE = 95, /**< { bool enabled  = false } */
            POINT_SMOOTH_ENABLE, /**< { bool enabled  = false } */
            POLYGON_OFFSET_FILL_ENABLE, /**< { bool enabled  = false } */
            POLYGON_OFFSET_LINE_ENABLE, /**< { bool enabled  = false } */
            POLYGON_OFFSET_POINT_ENABLE, /**< { bool enabled  = false } */
            POLYGON_SMOOTH_ENABLE, /**< { bool enabled  = false } */
            POLYGON_STIPPLE_ENABLE, /**< { bool enabled  = false } */
            RESCALE_NORMAL_ENABLE, /**< { bool enabled  = false } */

            SAMPLE_ALPHA_TO_COVERAGE_ENABLE = 103, /**< { bool enabled  = false } */
            SAMPLE_ALPHA_TO_ONE_ENABLE, /**< { bool enabled  = false } */
            SAMPLE_COVERAGE_ENABLE, /**< { bool enabled  = false } */
            SCISSOR_TEST_ENABLE, /**< { bool enabled  = false } */
            STENCIL_TEST_ENABLE, /**< { bool enabled  = false } */

            COUNT = 108, /**< The number of supported render states. */
            PASS_STATE_INVALID /**< An invalid render state. */
        };

        /** Enumerates the COLLADAFW render state function types.
        The usage of this enumeration type depends on the render state.
        For the alpha-test and the depth-test, this function determines
        when a given pixel will be kept when compared against the
        color/depth buffer's current alpha/depth value. */
        enum PassStateFunction
        {
            PASS_STATE_FN_NEVER = 0x0200, /**< Never kept. */
            PASS_STATE_FN_LESS = 0x0201, /**< The pixel is kept when its value is lesser to the current value. */
            PASS_STATE_FN_EQUAL = 0x0202, /**< The pixel is kept when its value is equal to the current value. */
            PASS_STATE_FN_LESS_EQUAL = 0x0203, /**< The pixel is kept when its value is lesser or equal to the current value. */
            PASS_STATE_FN_GREATER = 0x0204, /**< The pixel is kept when its value is greater to the current value. */
            PASS_STATE_FN_NOT_EQUAL = 0x0205, /**< The pixel is kept when its value is not equal to the current value. */
            PASS_STATE_FN_GREATER_EQUAL = 0x0206, /**< The pixel is kept when its value is greater or equal to the current value. */
            PASS_STATE_FN_ALWAYS = 0x0207, /** Always kept. */

            PASS_STATE_FN_INVALID /**< An invalid function. */
        };

    public:

        /** The render states for effect passes. */
        static const String CG_RENDER_STATE_NAMES[];
        static const PassState CG_RENDER_STATES_XREF[];

    public:

        /** Constructor. */
        RenderState () {}

        /** Destructor. */
        ~RenderState () {}

        /** Returns the enumeration type of the current CG state. */
        static const PassState getRenderStateFromCgName ( const char* cgName );

        /** Returns the collada name of the current CG state. */
        static const String getCgRenderStateName ( const PassState& state );

        /** Returns the render state count. */
        static size_t getTotalRenderStateCount();

        /** Converts the render state enumeration type to its COLLADAFW render state name string.
        @param state The render state enumeration type.
        @return The render state name string. */
        static const String& getColladaRenderStateName ( const PassState& state );

        /** Converts the COLLADAFW render state function string to the render state function type.
        @param value The render state function string.
        @return The render state function type. */
        static const PassStateFunction getPassStateFunction ( const char* val );
        inline const PassStateFunction getPassStateFunction ( const String& value ) 
        { return getPassStateFunction ( value.c_str() ); } /**< See above. */

        /** Converts the render state function type to its COLLADAFW render state function string.
        @param fn The render state function type.
        @return The render state function string. */
        static const String& getColladaPassStateString ( const PassStateFunction& fn );

    };
}

#endif // __COLLADAFW_RENDER_STATE_H__