This file is indexed.

/usr/include/osg/Light is in libopenscenegraph-dev 3.0.1-4.

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
/* -*-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_LIGHT
#define OSG_LIGHT 1

#include <osg/StateAttribute>
#include <osg/Vec3>
#include <osg/Vec4>

#ifndef GL_LIGHT0
    #define GL_LIGHT0 0x4000
    #define GL_LIGHT1 0x4001
    #define GL_LIGHT2 0x4002
    #define GL_LIGHT3 0x4003
    #define GL_LIGHT4 0x4004
    #define GL_LIGHT5 0x4005
    #define GL_LIGHT6 0x4006
    #define GL_LIGHT7 0x4007
#endif

#ifndef GL_LIGHTING
    #define GL_LIGHTING 0x0B50
#endif

namespace osg {

/** Light state class which encapsulates OpenGL glLight() functionality. */
class OSG_EXPORT Light : public StateAttribute
{
    public :

        Light();

        Light(unsigned int lightnum);

        /** Copy constructor using CopyOp to manage deep vs shallow copy. */
        Light(const Light& light,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
            StateAttribute(light,copyop),
            _lightnum(light._lightnum),
            _ambient(light._ambient),
            _diffuse(light._diffuse),
            _specular(light._specular),
            _position(light._position),
            _direction(light._direction),
            _constant_attenuation(light._constant_attenuation),
            _linear_attenuation(light._linear_attenuation),
            _quadratic_attenuation(light._quadratic_attenuation),
            _spot_exponent(light._spot_exponent),
            _spot_cutoff(light._spot_cutoff) {}
        
        virtual osg::Object* cloneType() const { return new Light(_lightnum); }
        virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new Light(*this,copyop); }
        virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Light *>(obj)!=NULL; }
        virtual const char* libraryName() const { return "osg"; }
        virtual const char* className() const { return "Light"; }
        virtual Type getType() const { return LIGHT; }

        /** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
        virtual int compare(const StateAttribute& sa) const
        {
            // check the types are equal and then create the rhs variable
            // used by the COMPARE_StateAttribute_Parameter macros below.
            COMPARE_StateAttribute_Types(Light,sa)

            // compare each parameter in turn against the rhs.
            COMPARE_StateAttribute_Parameter(_lightnum)
            COMPARE_StateAttribute_Parameter(_ambient)
            COMPARE_StateAttribute_Parameter(_diffuse)
            COMPARE_StateAttribute_Parameter(_specular)
            COMPARE_StateAttribute_Parameter(_position)
            COMPARE_StateAttribute_Parameter(_direction)
            COMPARE_StateAttribute_Parameter(_constant_attenuation)
            COMPARE_StateAttribute_Parameter(_linear_attenuation)
            COMPARE_StateAttribute_Parameter(_quadratic_attenuation)
            COMPARE_StateAttribute_Parameter(_spot_exponent)
            COMPARE_StateAttribute_Parameter(_spot_cutoff)

            return 0; // passed all the above comparison macros, must be equal.
        }

        virtual unsigned int getMember() const { return _lightnum; }

        virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
        {
            usage.usesMode(GL_LIGHT0+_lightnum);
            return true;
        }
        
        

        /** Set which OpenGL light to operate on. */
        void setLightNum(int num);
        
        /** Get which OpenGL light this osg::Light operates on. */
        int getLightNum() const { return _lightnum; }

        /** Set the ambient component of the light. */
        inline void setAmbient( const Vec4& ambient ) { _ambient = ambient; }

        /** Get the ambient component of the light. */
        inline const Vec4& getAmbient() const { return _ambient; }

        /** Set the diffuse component of the light. */
        inline void setDiffuse( const Vec4& diffuse ) { _diffuse = diffuse; }

        /** Get the diffuse component of the light. */
        inline const Vec4& getDiffuse() const { return _diffuse; }

        /** Set the specular component of the light. */
        inline void setSpecular( const Vec4& specular ) { _specular = specular; }

        /** Get the specular component of the light. */
        inline const Vec4& getSpecular() const { return _specular; }

        /** Set the position of the light. */    
        inline void setPosition( const Vec4& position ) { _position = position; }

        /** Get the position of the light. */    
        inline const Vec4& getPosition() const { return _position; }

        /** Set the direction of the light. */    
        inline void setDirection( const Vec3& direction ) { _direction = direction; }

        /** Get the direction of the light. */    
        inline const Vec3& getDirection() const { return _direction; }

        /** Set the constant attenuation of the light. */
        inline void setConstantAttenuation( float constant_attenuation )     { _constant_attenuation = constant_attenuation; }

        /** Get the constant attenuation of the light. */
        inline float getConstantAttenuation() const { return _constant_attenuation; }

        /** Set the linear attenuation of the light. */
        inline void setLinearAttenuation ( float linear_attenuation )        { _linear_attenuation = linear_attenuation; }

        /** Get the linear attenuation of the light. */
        inline float getLinearAttenuation () const { return _linear_attenuation; }

        /** Set the quadratic attenuation of the light. */
        inline void setQuadraticAttenuation ( float quadratic_attenuation )  { _quadratic_attenuation = quadratic_attenuation; }

        /** Get the quadratic attenuation of the light. */
        inline float getQuadraticAttenuation()  const { return _quadratic_attenuation; }

        /** Set the spot exponent of the light. */
        inline void setSpotExponent( float spot_exponent )                   { _spot_exponent = spot_exponent; }

        /** Get the spot exponent of the light. */
        inline float getSpotExponent() const { return _spot_exponent; }

        /** Set the spot cutoff of the light. */
        inline void setSpotCutoff( float spot_cutoff )                       { _spot_cutoff = spot_cutoff; }

        /** Get the spot cutoff of the light. */
        inline float getSpotCutoff() const                                   { return _spot_cutoff; }

        /** Capture the lighting settings of the current OpenGL state
          * and store them in this object.
        */
        void captureLightState();

        /** Apply the light's state to the OpenGL state machine. */
        virtual void apply(State& state) const;

    protected :
    
        virtual ~Light();

        /** Initialize the light's settings with some decent defaults. */
        void init();

        int _lightnum;                           // OpenGL light number

        Vec4 _ambient;                           // r, g, b, w
        Vec4 _diffuse;                           // r, g, b, w
        Vec4 _specular;                          // r, g, b, w
        Vec4 _position;                          // x, y, z, w
        Vec3 _direction;                         // x, y, z
        float _constant_attenuation;             // constant
        float _linear_attenuation;               // linear
        float _quadratic_attenuation;            // quadratic
        float _spot_exponent;                    // exponent
        float _spot_cutoff;                      // spread
};

}

#endif