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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2012 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/

#ifndef __Ogre_TerrainLayerBlendMap_H__
#define __Ogre_TerrainLayerBlendMap_H__

#include "OgreTerrainPrerequisites.h"
#include "OgreCommon.h"
#include "OgreVector3.h"
#include "OgreDataStream.h"

namespace Ogre
{
	class Image;
	/** \addtogroup Optional Components
	*  @{
	*/
	/** \addtogroup Terrain
	*  Some details on the terrain component
	*  @{
	*/


	/** Class exposing an interface to a blend map for a given layer. 
	Each layer after the first layer in a terrain has a blend map which 
	expresses how it is alpha blended with the layers beneath. Internally, this
	blend map is packed into one channel of an RGB or RGBA texture in
	order to use the smallest number of samplers, but this class allows
	a caller to manipulate the data more easily without worrying about
	this packing. Also, the values you use to interact with the blend map are
	floating point, which gives you full precision for updating, but in fact the
	values are packed into 8-bit integers in the actual blend map.
	@par
	You shouldn't construct this class directly, use Terrain::getLayerBlendMap().
	*/
	class _OgreTerrainExport TerrainLayerBlendMap : public TerrainAlloc
	{
	protected:
		Terrain* mParent;
		uint8 mLayerIdx;
		uint8 mChannel; // RGBA
		uint8 mChannelOffset; // in pixel format
		Box mDirtyBox;
		bool mDirty;
		HardwarePixelBuffer* mBuffer;
		float* mData;

		void download();
		void upload();

	public:
		/** Constructor
		@param parent The parent terrain
		@param layerIndex The layer index (should be 1 or higher)
		@param box The region of the blend map to address (in image space)
		@param buf The buffer holding the data
		*/
		TerrainLayerBlendMap(Terrain* parent, uint8 layerIndex, HardwarePixelBuffer* buf);
		~TerrainLayerBlendMap();
		/// Get the parent terrain
		Terrain* getParent() const { return mParent; }
		/// Get the index of the layer this is targeting
		uint8 getLayerIndex() const { return mLayerIdx; }

		/** Helper method - convert a point in world space to UV space based on the
			terrain settings.
		@param worldPos World position
		@param outX, outY Pointers to variables which will be filled in with the
			local UV space value. Note they are deliberately signed Real values, because the
			point you supply may be outside of image space and may be between texels.
			The values will range from 0 to 1, top/bottom, left/right.
		*/
		void convertWorldToUVSpace(const Vector3& worldPos, Real *outX, Real* outY);

		/** Helper method - convert a point in local space to worldspace based on the
			terrain settings.
		@param x,y Local position, ranging from 0 to 1, top/bottom, left/right.
		@param outWorldPos Pointer will be filled in with the world space value
		*/
		void convertUVToWorldSpace(Real x, Real y, Vector3* outWorldPos);

		/** Convert local space values (0,1) to image space (0, imageSize).
		*/
		void convertUVToImageSpace(Real x, Real y, size_t* outX, size_t* outY);
		/** Convert image space (0, imageSize) to local space values (0,1).
		*/
		void convertImageToUVSpace(size_t x, size_t y, Real* outX, Real* outY);
		/** Convert image space (0, imageSize) to terrain space values (0,1).
		*/
		void convertImageToTerrainSpace(size_t x, size_t y, Real* outX, Real* outY);
		/** Convert terrain space values (0,1) to image space (0, imageSize).
		*/
		void convertTerrainToImageSpace(Real x, Real y, size_t* outX, size_t* outY);

		/** Get a single value of blend information, in image space.
		@param x,y Coordinates of the point of data to get, in image space (top down)
		@return The blend data
		*/
		float getBlendValue(size_t x, size_t y);

		/** Set a single value of blend information (0 = transparent, 255 = solid)
		@param x,y Coordinates of the point of data to get, in image space (top down)
		@param val The blend value to set (0..1)
		*/
		void setBlendValue(size_t x, size_t y, float val);

		/** Get a pointer to the whole blend data. 
		@remarks
			This method allows you to get a raw pointer to all the blend data, to 
			update it as you like. However, you must then call dirtyRect manually 
			if you want those changes to be recognised. 
		*/
		float* getBlendPointer();

		/** Indicate that all of the blend data is dirty and needs updating.
		*/
		void dirty();

		/** Indicate that a portion of the blend data is dirty and needs updating.
		@param rect Rectangle in image space
		*/
		void dirtyRect(const Rect& rect);

		/** Blits a set of values into a region on the blend map. 
		   	@param src		PixelBox containing the source pixels and format 
		   	@param dstBox	Image::Box describing the destination region in this map
            @remarks The source and destination regions dimensions don't have to match, in which
            case scaling is done. 
			@note You can call this method in a background thread if you want.
				You still need to call update() to commit the changes to the GPU. 
		*/
		void blit(const PixelBox &src, const Box &dstBox);
		
		/** Blits a set of values into the entire map. The source data is scaled if needed.
			@param src		PixelBox containing the source pixels and format
			@note You can call this method in a background thread if you want.
				You still need to call update() to commit the changes to the GPU. 
				
		*/
		void blit(const PixelBox &src);

		/** Load an image into this blend layer. 
		*/
		void loadImage(const Image& img);

		/** Load an image into this blend layer. 
		@param stream Stream containing the image data
		@param ext Extension identifying the image type, if the stream data doesn't identify
		*/
		void loadImage(DataStreamPtr& stream, const String& ext = StringUtil::BLANK);

		/** Load an image into this blend layer. 
		*/
		void loadImage(const String& filename, const String& groupName);

		/** Publish any changes you made to the blend data back to the blend map. 
		@note
			Can only be called in the main render thread.
		*/
		void update();


	};

	typedef vector<TerrainLayerBlendMap*>::type TerrainLayerBlendMapList;

	/** @} */
	/** @} */

}



#endif