This file is indexed.

/usr/include/sofa/component/visualmodel/OglShader.h is in libsofa1-dev 1.0~beta4-12.

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
/******************************************************************************
*       SOFA, Simulation Open-Framework Architecture, version 1.0 beta 4      *
*                (c) 2006-2009 MGH, INRIA, USTL, UJF, CNRS                    *
*                                                                             *
* This library is free software; you can redistribute it and/or modify it     *
* under the terms of the GNU Lesser General Public License as published by    *
* the Free Software Foundation; either version 2.1 of the License, or (at     *
* your option) any later version.                                             *
*                                                                             *
* 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 GNU Lesser General Public License *
* for more details.                                                           *
*                                                                             *
* You should have received a copy of the GNU Lesser General Public License    *
* along with this library; if not, write to the Free Software Foundation,     *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301 USA.          *
*******************************************************************************
*                               SOFA :: Modules                               *
*                                                                             *
* Authors: The SOFA Team and external contributors (see Authors.txt)          *
*                                                                             *
* Contact information: contact@sofa-framework.org                             *
******************************************************************************/
//
// C++ Interface: Shader
//
// Description:
//
//
// Author: The SOFA team </www.sofa-framework.org>, (C) 2007
//
// Copyright: See COPYING file that comes with this distribution
//
//
#ifndef SOFA_COMPONENT_OGLSHADER
#define SOFA_COMPONENT_OGLSHADER

#include <sofa/core/VisualModel.h>
#include <sofa/core/objectmodel/BaseObject.h>
#include <sofa/core/Shader.h>
#include <sofa/defaulttype/Vec3Types.h>
#include <sofa/helper/gl/template.h>
#include <sofa/helper/gl/GLSLShader.h>
#include <sofa/component/component.h>
#include <sofa/core/objectmodel/DataFileName.h>

namespace sofa
{

namespace component
{

namespace visualmodel
{

/**
 *  \brief Utility to use shader for a visual model in OpenGL.
 *
 *  This class is used to implement shader into Sofa, for visual rendering
 *  or for special treatment that needs shader mechanism.
 *  The 3 kinds of shaders can be defined : vertex, triangle and fragment.
 *  Geometry shader is only available with Nvidia's >8 series
 *  and Ati's >2K series.
 */

class SOFA_COMPONENT_VISUALMODEL_API OglShader : public core::Shader, public core::VisualModel {
public:
	///Activates or not the shader
	Data<bool> turnOn;
	///Tells if it must be activated automatically(value false : the visitor will switch the shader)
	///or manually (value true : useful when another component wants to use it for itself only)
	Data<bool> passive;

	///Files where vertex shader is defined
        sofa::core::objectmodel::DataFileName vertFilename;
	///Files where fragment shader is defined
        sofa::core::objectmodel::DataFileName fragFilename;
	///Files where geometry shader is defined
        sofa::core::objectmodel::DataFileName geoFilename;

	///Describes the input type of primitive if geometry shader is used
	Data<int> geometryInputType;
	///Describes the output type of primitive if geometry shader is used
	Data<int> geometryOutputType;
	///Describes the number of vertices in output if geometry shader is used
	Data<int> geometryVerticesOut;

	Data<unsigned int> indexActiveShader;

protected:
	///OpenGL shader
	std::vector<sofa::helper::gl::GLSLShader*> shaderVector;

	bool hasGeometryShader;

	std::vector<std::string> vertexFilenames;
	std::vector<std::string> fragmentFilenames;
	std::vector<std::string> geometryFilenames;

public:
	OglShader();
	virtual ~OglShader();

	void initVisual();
	void init();
	void reinit();
	void drawVisual();
	void updateVisual();

	void start();
	void stop();
	bool isActive();

	unsigned int getNumberOfShaders();
	unsigned int getCurrentIndex();
	void setCurrentIndex(const unsigned int index);

	void addDefineMacro(const unsigned int index, const std::string &name, const std::string &value);

	void setTexture(const unsigned int index, const char* name, unsigned short unit);

	void setInt(const unsigned int index, const char* name, int i);
	void setInt2(const unsigned int index, const char* name, int i1, int i2);
	void setInt3(const unsigned int index, const char* name, int i1, int i2, int i3);
	void setInt4(const unsigned int index, const char* name, int i1, int i2, int i3, int i4);

	void setFloat(const unsigned int index, const char* name, float f1);
	void setFloat2(const unsigned int index, const char* name, float f1, float f2);
	void setFloat3(const unsigned int index, const char* name, float f1, float f2, float f3);
	void setFloat4(const unsigned int index, const char* name, float f1, float f2, float f3, float f4);

	void setIntVector(const unsigned int index, const char* name, int count, const GLint* i);
	void setIntVector2(const unsigned int index, const char* name, int count, const GLint* i);
	void setIntVector3(const unsigned int index, const char* name, int count, const GLint* i);
	void setIntVector4(const unsigned int index, const char* name, int count, const GLint* i);

	void setFloatVector(const unsigned int index, const char* name, int count, const float* f);
	void setFloatVector2(const unsigned int index, const char* name, int count, const float* f);
	void setFloatVector3(const unsigned int index, const char* name, int count, const float* f);
	void setFloatVector4(const unsigned int index, const char* name, int count, const float* f);

	GLint getAttribute(const unsigned int index, const char* name);
	GLint getUniform(const unsigned int index, const char* name);

	GLint getGeometryInputType(const unsigned int index) ;
    void  setGeometryInputType(const unsigned int index, GLint v) ;

    GLint getGeometryOutputType(const unsigned int index) ;
    void  setGeometryOutputType(const unsigned int index, GLint v) ;

    GLint getGeometryVerticesOut(const unsigned int index) ;
    void  setGeometryVerticesOut(const unsigned int index, GLint v);
};

/**
 *  \brief Abstract class which defines a element to be used with a OglShader.
 *
 *  This is only an partial implementation of the interface ShaderElement
 *  which adds a pointer to its corresponding shader (where it will be used)
 *  and the id (or name) of the element.
 */

class SOFA_COMPONENT_VISUALMODEL_API OglShaderElement : public core::ShaderElement {
protected:
	///Name of element (corresponding with the shader)
	Data<std::string> id;
	///Name of element (corresponding with the shader)
	Data<unsigned int> indexShader;
	///Shader to use the element with
	OglShader* shader;
public:
	OglShaderElement();
	virtual ~OglShaderElement() { };
	virtual void init();
        const std::string getId() const {return id.getValue();};
  void setID( std::string str ) { *(id.beginEdit()) = str; id.endEdit();};
  void setIndexShader( unsigned int index) { *(indexShader.beginEdit()) = index; indexShader.endEdit();};

	//virtual void setInShader(OglShader& s) = 0;
};

}//namespace visualmodel

} //namespace component

} //namespace sofa

#endif //SOFA_COMPONENT_OGLSHADER