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/* -*-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