This file is indexed.

/usr/share/psychtoolbox-3/PsychGLImageProcessing/private/BFRenderSceneUnwrap.m is in psychtoolbox-3-common 3.0.11.20131230.dfsg1-1build1.

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
%Render the Scene
% function [] = BFRenderScene(whichEye, theta, rotatev, windowPtr, depthtex_id, depthtex_handle, depthplane)
% 
%     global GL;
%     global IPD;
    %%Render an eye
        % Light properties


    % Material properties
    materialAmb     = [1 1 1 1];
    materialDiff    = [1 1 1 1];
    materialSpec    = [1.0 0.2 0.0 1];
    materialShin    = 50.0;

    % Sphere colors
    matSphereAmb    = builtin('single',materialAmb);
    matSphereDiff   = builtin('single',materialDiff);

    % Cube colors
    matCubeAmb      = builtin('single',[1 1 1 1]);
    matCubeDiff     = builtin('single',[1 1 1.0 1]);
    
    

    Screen('SelectStereoDrawBuffer', windowPtr, whichEye);
    Screen('BeginOpenGL', windowPtr);

    

    

    
    
    
    
    
    % Setup perspective projection component
    
            moglcore('glDisable',GL.TEXTURE_2D);
            moglcore('glEnable',GL.LIGHTING);
            moglcore('glEnable',GL.LIGHT0);
    

        % set up the projection
     moglcore('glMatrixMode',GL.MODELVIEW);
     moglcore('glLoadIdentity');
    
   
        %rebuild the texture matrix
        %BFRebuildTextureMatrix('projection');
    
     
   
        % Clear out the backbuffer: This also cleans the depth-buffer for
        % proper occlusion handling:
        moglcore('glClear', mor(GL.COLOR_BUFFER_BIT,GL.DEPTH_BUFFER_BIT));
        
               
            moglcore('glMatrixMode',GL.PROJECTION);
    moglcore('glLoadIdentity');
  
    
   
    %glFrustum(leftw,  rightw,  bottomw,  topw, clip_near,  clip_far);
    left=nearClip*tan((-horizFOV/2+deghorizoffset(depthplane+whichEye*4)-horizFOVoffset(depthplane+whichEye*4))*pi/180);
    right=nearClip*tan((+horizFOV/2+deghorizoffset(depthplane+whichEye*4)+horizFOVoffset(depthplane+whichEye*4))*pi/180);
    top=nearClip*tan((+vertFOV/2+degvertoffset(depthplane+whichEye*4)+vertFOVoffset(depthplane+whichEye*4))*pi/180);
    bottom=nearClip*tan((-vertFOV/2+degvertoffset(depthplane+whichEye*4)-vertFOVoffset(depthplane+whichEye*4))*pi/180);


        moglcore('glFrustum',left, right, bottom, top, nearClip, farClip);
       
    

        %rebuild the texture matrix a second time
        %BFRebuildTextureMatrix('projection');
    
    
     moglcore('glMatrixMode',GL.MODELVIEW);
     moglcore('glLoadIdentity');
            
            
      
            
            
            %Tranlate the scene with respect to the eye
            moglcore('glTranslatef',-IPD/2+whichEye*IPD,  0,  0);
            

 
    
        
    
            moglcore( 'glPushMatrix' );
                moglcore('glMaterialfv',GL.FRONT_AND_BACK, GL.AMBIENT, matSphereAmb);
                moglcore('glMaterialfv',GL.FRONT_AND_BACK, GL.DIFFUSE, matSphereDiff);

                    % glutSolidSphere( radius, slices, stacks )
                    moglcore('glPushMatrix');
                    moglcore('glTranslatef',-.06,0,-.346);
                    moglcore('glutSolidSphere',0.015, 10, 10);
                    moglcore( 'glPopMatrix' );

                    % glutSolidSphere( radius, slices, stacks )
                    moglcore('glPushMatrix');
                    moglcore('glTranslatef',0,0,-.46);
                    moglcore('glutSolidSphere',0.02, 10, 10);
                    moglcore( 'glPopMatrix' );            

                     % glutSolidSphere( radius, slices, stacks )
                    moglcore('glPushMatrix');
                    moglcore('glTranslatef',.1,0,-.65);
                    moglcore('glutSolidSphere',0.03, 10, 10);
                    moglcore( 'glPopMatrix' );           

            moglcore( 'glPopMatrix' );
            
            
            moglcore('glPushMatrix');
                moglcore('glMaterialfv',GL.FRONT_AND_BACK, GL.AMBIENT, matCubeAmb);
                moglcore('glMaterialfv',GL.FRONT_AND_BACK, GL.DIFFUSE, matCubeDiff);
                    % glutSolidCube( size )
                    cubeSize    = .05;
                    moglcore('glPushMatrix');
                    moglcore('glTranslatef',0.07, 0.07, -.3);
                    moglcore('glutSolidCube',cubeSize);
                    moglcore( 'glPopMatrix' );           

                    % glutSolidCube( size )
                    moglcore('glPushMatrix');
                    moglcore('glTranslatef',-.07, .07, -.41);
                    moglcore('glutSolidCube',cubeSize);
                    moglcore('glPopMatrix' );  

                    % glutSolidCube( size )
                    moglcore('glPushMatrix');
                    moglcore('glTranslatef',-.07, -.07, -.55);
                    moglcore('glutSolidCube',cubeSize);
                    moglcore('glPopMatrix' );  

                    % glutSolidCube( size )
                    moglcore('glPushMatrix');
                    moglcore('glTranslatef',0.07, -.07, -.8);
                    moglcore('glutSolidCube',cubeSize);
                    moglcore('glPopMatrix' );              
    
            moglcore( 'glPopMatrix' );
      
            
    
            %I am not sure if this code is essential
                moglcore('glDisable',GL.DEPTH_TEST);
                moglcore('glDisable',GL.LIGHTING);
                moglcore('glDisable',GL.COLOR_MATERIAL);

                %Call DepthMatte(Disable)
                moglcore('glDisable',GL.TEXTURE_1D);
                moglcore('glDisable',GL.TEXTURE_GEN_S);
                moglcore('glDisable',GL.TEXTURE_GEN_T);
                moglcore('glDisable',GL.TEXTURE_GEN_R);
                moglcore('glDisable',GL.TEXTURE_GEN_Q);

        %BFRebuildTextureMatrix('texture');        
            %End of code of ambiguous value
            
            
            
            
    moglcore('glMatrixMode',GL.PROJECTION);
   
   
    % Finish OpenGL rendering into PTB window and check for OpenGL errors.
    Screen('EndOpenGL', windowPtr);