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/*
**  ClanLib SDK
**  Copyright (c) 1997-2005 The ClanLib Team
**
**  This software is provided 'as-is', without any express or implied
**  warranty.  In no event will the authors be held liable for any damages
**  arising from the use of this software.
**
**  Permission is granted to anyone to use this software for any purpose,
**  including commercial applications, and to alter it and redistribute it
**  freely, subject to the following restrictions:
**
**  1. The origin of this software must not be misrepresented; you must not
**     claim that you wrote the original software. If you use this software
**     in a product, an acknowledgment in the product documentation would be
**     appreciated but is not required.
**  2. Altered source versions must be plainly marked as such, and must not be
**     misrepresented as being the original software.
**  3. This notice may not be removed or altered from any source distribution.
**
**  Note: Some of the libraries ClanLib may link to may have additional
**  requirements or restrictions.
**
**  File Author(s):
**
**    Magnus Norddahl
**    (if your name is missing here, please add it)
*/

//! clanGL="Display 3D"
//! header=gl.h

#ifndef header_light_source
#define header_light_source

#ifdef CL_API_DLL
#ifdef CL_GL_EXPORT
#define CL_API_GL __declspec(dllexport)
#else
#define CL_API_GL __declspec(dllimport)
#endif
#else
#define CL_API_GL
#endif

#include "viewpoint.h"
#include "opengl.h"

//: OpenGL glLight container.
//- !group=GL/Display 3D!
//- !header=gl.h!
class CL_API_GL CL_LightSource
{
//! Construction:
public:
	//: Constructs a light source container.
	CL_LightSource();

	~CL_LightSource();

//! Attributes:
public:
	//: Returns the intensity distribution of the light.
	//- <p>Only values in the range [0,128] are accepted. The default spot exponent is 0,
	//- resulting in uniform light distribution.</p>
	float get_spot_exponent() const;

	//: Returns the spot cutoff angle (the maximum spread angle of a light source).
	//- <p>The default spot cutoff is 180, resulting in uniform light distribution.</p>
	float get_spot_cutoff() const;

	//: Returns constant attenuation of the light.
	//- <p>The default attenuation factors are (1,0,0), resulting in no attenuation.</p>
	float get_constant_attenuation() const;

	//: Returns linear attenuation of the light.
	//- <p>The default attenuation factors are (1,0,0), resulting in no attenuation.</p>
	float get_linear_attenuation() const;

	//: Returns quadratic attenuation of the light.
	//- <p>The default attenuation factors are (1,0,0), resulting in no attenuation.</p>
	float get_quadratic_attenuation() const;

	//: Returns the ambient (global light) intensity of the light.
	void get_ambient_intensity(float &red, float &green, float &blue, float &alpha) const;

	//: Returns the diffuse (spread over wide area) intensity of the light.
	void get_diffuse_intensity(float &red, float &green, float &blue, float &alpha) const;

	//: Returns the specular (mirror reflective) intensity of the light.
	void get_specular_intensity(float &red, float &green, float &blue, float &alpha) const;

	//: Returns the light position.
	CL_Vector get_position() const;

	//: Returns the light spot direction.
	CL_Vector get_spot_direction() const;

//! Operations:
public:
	//: Sets the intensity distribution of the light.
	//- <p>Only values in the range [0,128] are accepted. The default spot exponent is 0,
	//- resulting in uniform light distribution.</p>
	void set_spot_exponent(float spot_exponent);

	//: Sets the spot cutoff angle (the maximum spread angle of a light source).
	//- <p>The default spot cutoff is 180, resulting in uniform light distribution.</p>
	void set_spot_cutoff(float spot_cutoff);

	//: Sets the constant attenuation of the light.
	//- <p>The default attenuation factors are (1,0,0), resulting in no attenuation.</p>
	void set_constant_attenuation(float constant_attenuation);

	//: Sets linear attenuation of the light.
	//- <p>The default attenuation factors are (1,0,0), resulting in no attenuation.</p>
	void set_linear_attenuation(float linear_attenuation);

	//: Sets quadratic attenuation of the light.
	//- <p>The default attenuation factors are (1,0,0), resulting in no attenuation.</p>
	void set_quadratic_attenuation(float quadratic_attenuation);

	//: Sets the ambient (global light) intensity of the light.
	void set_ambient_intensity(float red, float green, float blue, float alpha = 1.0f);

	//: Sets the diffuse (spread over wide area) intensity of the light.
	void set_diffuse_intensity(float red, float green, float blue, float alpha = 1.0f);

	//: Sets the specular (mirror reflective) intensity of the light.
	void set_specular_intensity(float red, float green, float blue, float alpha = 1.0f);

	//: Sets the light position.
	//- <p>The position is transformed by the modelview matrix when glLight is called
	//- (just as if it were a point), and it is stored in eye coordinates. If the w
	//- component of the position is 0.0, the light is treated as a directional source.</p>
	//- <p>Diffuse and specular lighting calculations take the lights direction, but not
	//- its actual position, into account, and attenuation is disabled. Otherwise, diffuse
	//- and specular lighting calculations are based on the actual location of the light
	//- in eye coordinates, and attenuation is enabled.</p>
	//- <p>The default position is (0,0,1,0); thus, the default light source is directional,
	//- parallel to, and in the direction of the �z axis.</p>
	void set_position(const CL_Vector &position);

	//: Sets the light spot direction.
	void set_spot_direction(const CL_Vector &spot_direction);

	//: Sets position and spot direction as a viewpoint.
	//- <p>The position is transformed by the modelview matrix when glLight is called
	//- (just as if it were a point), and it is stored in eye coordinates. If the w
	//- component of the position is 0.0, the light is treated as a directional source.</p>
	//- <p>Diffuse and specular lighting calculations take the lights direction, but not
	//- its actual position, into account, and attenuation is disabled. Otherwise, diffuse
	//- and specular lighting calculations are based on the actual location of the light
	//- in eye coordinates, and attenuation is enabled.</p>
	//- <p>The default position is (0,0,1,0); thus, the default light source is directional,
	//- parallel to, and in the direction of the �z axis.</p>
	void set_viewpoint(const CL_Viewpoint &viewpoint);

	//: Sends the light configuration to OpenGL.
	//param light_identifier: OpenGL light identifier to be setup for this light.
	//param light_identifier: They are identified by symbolic names of the form CL_LIGHTi.
	void setup_light(CLenum light_identifier);

//! Implementation:
private:
	float spot_exponent;

	float spot_cutoff;

	float constant_attenuation;

	float linear_attenuation;

	float quadratic_attenuation;

	float ambient[4];

	float diffuse[4];

	float specular[4];

	CL_Vector position;

	CL_Vector spot_direction;
};

#endif