This file is indexed.

/usr/include/osg/GLBeginEndAdapter is in libopenscenegraph-dev 3.2.1-6.

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
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * 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
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_GLBeginEndAdapter
#define OSG_GLBeginEndAdapter 1

#include <osg/ref_ptr>
#include <osg/Array>
#include <osg/Matrixd>

#ifndef GL_TEXTURE0
#define GL_TEXTURE0 0x84C0
#endif

namespace osg {

// forward declare
class State;

/** A class adapting OpenGL 1.0 glBegin()/glEnd() style code to vertex array based code */
class OSG_EXPORT GLBeginEndAdapter
{
    public:

        GLBeginEndAdapter(State* state=0);

        void setState(State* state) { _state = state; }
        State* getState() { return _state; }
        const State* getState() const { return _state; }

        enum MatrixMode
        {
            APPLY_LOCAL_MATRICES_TO_VERTICES,
            APPLY_LOCAL_MATRICES_TO_MODELVIEW
        };

        void setMatrixMode(MatrixMode mode) { _mode = mode; }
        MatrixMode setMatrixMode() const { return _mode; }

        void PushMatrix();
        void PopMatrix();

        void LoadIdentity();
        void LoadMatrixd(const GLdouble* m);
        void MultMatrixd(const GLdouble* m);

        void Translatef(GLfloat x, GLfloat y, GLfloat z) { Translated(x,y,z); }
        void Scalef(GLfloat x, GLfloat y, GLfloat z) { Scaled(x,y,z); }
        void Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { Rotated(angle,x,y,z); }

        void Translated(GLdouble x, GLdouble y, GLdouble z);
        void Scaled(GLdouble x, GLdouble y, GLdouble z);
        void Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);

        void Vertex3f(GLfloat x, GLfloat y, GLfloat z);
        void Vertex3fv(const GLfloat* v) { Vertex3f(v[0], v[1], v[2]); }

        void Vertex3dv(GLdouble x, GLdouble y, GLdouble z) { Vertex3f(x,y,z); }
        void Vertex3dv(const GLdouble* v) { Vertex3f(v[0], v[1], v[2]); }

        void Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
        {
            _overallColorAssigned = true;
            _colorAssigned = true;
            _color.set(red,green,blue,alpha);
        }

        void Color3fv(const GLfloat* c) { Color4f(c[0], c[1], c[2], 1); }
        void Color4fv(const GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); }
        void Color4ubv(const GLubyte* c) { const float div = 1.0f/255.0f; Color4f(float(c[0])*div, float(c[1])*div, float(c[2])*div, float(c[3])*div); }

        void Normal3f(GLfloat x, GLfloat y, GLfloat z)
        {
            _overallNormalAssigned = true;
            _normalAssigned = true;
            _normal.set(x,y,z);
        }

        void Normal3fv(const GLfloat* n) { Normal3f(n[0], n[1], n[2]); }

        void TexCoord1f(GLfloat x) { MultiTexCoord4f(GL_TEXTURE0, x, 0.0f, 0.0f, 1.0f); }
        void TexCoord1fv(const GLfloat* tc)  { MultiTexCoord4f(GL_TEXTURE0, tc[0], 0.0f, 0.0f, 1.0f); }

        void TexCoord2f(GLfloat x, GLfloat y) { MultiTexCoord4f(GL_TEXTURE0, x, y, 0.0f, 1.0f); }
        void TexCoord2fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], 0.0f, 1.0f); }

        void TexCoord3f(GLfloat x, GLfloat y, GLfloat z) { MultiTexCoord4f(GL_TEXTURE0, x, y, z, 1.0f); }
        void TexCoord3fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], tc[2], 1.0f); }

        void TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { MultiTexCoord4f(GL_TEXTURE0, x, y, z, w); }
        void TexCoord4fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], tc[2], tc[3]); }

        void MultiTexCoord1f(GLenum target, GLfloat x)  { MultiTexCoord4f(target, x, 0.0f, 0.0f, 1.0f); }
        void MultiTexCoord1fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], 0.0f, 0.0f, 1.0f); }

        void MultiTexCoord2f(GLenum target, GLfloat x, GLfloat y) { MultiTexCoord4f(target, x, y, 0.0f, 1.0f); }
        void MultiTexCoord2fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0],tc[1], 0.0f, 1.0f); }

        void MultiTexCoord3f(GLenum target, GLfloat x, GLfloat y, GLfloat z) {MultiTexCoord4f(target, x, y, z, 1.0f); }
        void MultiTexCoord3fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], tc[1], tc[2], 1.0f); }

        void MultiTexCoord4f(GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
        void MultiTexCoord4fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], tc[1], tc[2], tc[3]); }

        void VertexAttrib1f(GLuint unit, GLfloat x)  { VertexAttrib4f(unit, x, 0.0f, 0.0f, 0.0f); }
        void VertexAttrib1fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], 0.0f, 0.0f, 0.0f); }

        void VertexAttrib2f(GLuint unit, GLfloat x, GLfloat y) { VertexAttrib4f(unit, x, y, 0.0f, 0.0f); }
        void VertexAttrib2fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0],tc[1], 0.0f, 0.0f); }

        void VertexAttrib3f(GLuint unit, GLfloat x, GLfloat y, GLfloat z) {VertexAttrib4f(unit, x, y, z, 0.0f); }
        void VertexAttrib3fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], tc[1], tc[2], 0.0f); }

        void VertexAttrib4f(GLuint unit, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
        void VertexAttrib4fv(GLuint  unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], tc[1], tc[2], tc[3]); }

        void Begin(GLenum mode);
        void End();

        void reset();

    protected:

        State*                              _state;

        MatrixMode                          _mode;

        typedef std::list<Matrixd>           MatrixStack;
        MatrixStack                         _matrixStack;

        bool                                _normalAssigned;
        osg::Vec3f                          _normal;

        bool                                _colorAssigned;
        osg::Vec4f                          _color;

        bool                                _overallNormalAssigned;
        bool                                _overallColorAssigned;
        osg::Vec3f                          _overallNormal;
        osg::Vec4f                          _overallColor;

        typedef std::vector<bool>           AssignedList;
        typedef std::vector<osg::Vec4f>     VertexList;

        AssignedList                        _texCoordAssignedList;
        VertexList                          _texCoordList;

        AssignedList                        _vertexAttribAssignedList;
        VertexList                          _vertexAttribList;


        typedef std::vector< osg::ref_ptr<Vec4Array> > VertexArrayList;

        GLenum                              _primitiveMode;
        osg::ref_ptr<osg::Vec3Array>        _vertices;
        osg::ref_ptr<osg::Vec3Array>        _normals;
        osg::ref_ptr<osg::Vec4Array>        _colors;
        VertexArrayList                     _texCoordsList;
        VertexArrayList                     _vertexAttribsList;
};

}

#endif