/usr/include/libwildmagic/Wm5OpenGLMapping.h is in libwildmagic-dev 5.13-1ubuntu3.
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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 | // Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2011/07/09)
#ifndef WM5OPENGLMAPPING_H
#define WM5OPENGLMAPPING_H
#include "Wm5OpenGLRendererLIB.h"
#include "Wm5AlphaState.h"
#include "Wm5Buffer.h"
#include "Wm5CullState.h"
#include "Wm5DepthState.h"
#include "Wm5Shader.h"
#include "Wm5StencilState.h"
#include "Wm5Texture.h"
#include "Wm5VertexFormat.h"
#include "Wm5Visual.h"
namespace Wm5
{
extern GLenum gOGLAlphaSrcBlend[AlphaState::SBM_QUANTITY];
extern GLenum gOGLAlphaDstBlend[AlphaState::DBM_QUANTITY];
extern GLenum gOGLAlphaCompare[AlphaState::CM_QUANTITY];
extern GLenum gOGLDepthCompare[DepthState::CM_QUANTITY];
extern GLenum gOGLStencilCompare[StencilState::CM_QUANTITY];
extern GLenum gOGLStencilOperation[StencilState::OT_QUANTITY];
extern GLint gOGLAttributeChannels[VertexFormat::AT_QUANTITY];
extern GLuint gOGLAttributeType[VertexFormat::AT_QUANTITY];
extern GLuint gOGLBufferLocking[Buffer::BL_QUANTITY];
extern GLuint gOGLBufferUsage[Buffer::BU_QUANTITY];
extern GLint gOGLMinFilter[Shader::SF_QUANTITY];
extern GLuint gOGLTextureFormat[Texture::TF_QUANTITY];
extern GLuint gOGLTextureInternalFormat[Texture::TF_QUANTITY];
extern GLuint gOGLTextureTarget[Shader::ST_QUANTITY];
extern GLuint gOGLTextureTargetBinding[Shader::ST_QUANTITY];
extern GLuint gOGLTextureType[Texture::TF_QUANTITY];
extern GLint gOGLWrapMode[Shader::SC_QUANTITY];
extern GLenum gOGLPrimitiveType[Visual::PT_MAX_QUANTITY];
// Support for binding and rebinding. BindTexture binds the input texture
// to the specified target and returns the previously bound texture for
// that target. GetBoundTexture returns the currently bound texture for
// the specified target.
GLuint BindTexture (Shader::SamplerType target, GLuint texture);
GLuint GetBoundTexture (Shader::SamplerType target);
}
#endif
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