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/usr/include/sofa/component/visualmodel/OglShader.h is in libsofa1-dev 1.0~beta4-10ubuntu2.

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/******************************************************************************
*       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