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// Created on: 2014-05-14
// Created by: Denis BOGOLEPOV
// Copyright (c) 2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.

#ifndef _Graphic3d_RenderingParams_HeaderFile
#define _Graphic3d_RenderingParams_HeaderFile

#include <Graphic3d_RenderingMode.hxx>
#include <Graphic3d_StereoMode.hxx>
#include <Graphic3d_Mat4.hxx>
#include <Graphic3d_Vec4.hxx>

//! Helper class to store rendering parameters.
class Graphic3d_RenderingParams
{
public:

  //! Default ray-tracing depth.
  static const Standard_Integer THE_DEFAULT_DEPTH = 3;

  //! Anaglyph filter presets.
  enum Anaglyph
  {
    Anaglyph_RedCyan_Simple,       //!< simple    filter for Red-Cyan      glasses (R+GB)
    Anaglyph_RedCyan_Optimized,    //!< optimized filter for Red-Cyan      glasses (R+GB)
    Anaglyph_YellowBlue_Simple,    //!< simple    filter for Yellow-Blue   glasses (RG+B)
    Anaglyph_YellowBlue_Optimized, //!< optimized filter for Yellow-Blue   glasses (RG+B)
    Anaglyph_GreenMagenta_Simple,  //!< simple    filter for Green-Magenta glasses (G+RB)
    Anaglyph_UserDefined           //!< use externally specified matrices
  };

public:

  //! Creates default rendering parameters.
  Graphic3d_RenderingParams()
  : Method                      (Graphic3d_RM_RASTERIZATION),
    RaytracingDepth             (THE_DEFAULT_DEPTH),
    IsShadowEnabled             (Standard_True),
    IsReflectionEnabled         (Standard_False),
    IsAntialiasingEnabled       (Standard_False),
    IsTransparentShadowEnabled  (Standard_False),

    StereoMode (Graphic3d_StereoMode_QuadBuffer),
    AnaglyphFilter (Anaglyph_RedCyan_Optimized),
    ToReverseStereo (Standard_False)
  {
    const Graphic3d_Vec4 aZero (0.0f, 0.0f, 0.0f, 0.0f);
    AnaglyphLeft .SetRow (0, Graphic3d_Vec4 (1.0f,  0.0f,  0.0f, 0.0f));
    AnaglyphLeft .SetRow (1, aZero);
    AnaglyphLeft .SetRow (2, aZero);
    AnaglyphLeft .SetRow (3, aZero);
    AnaglyphRight.SetRow (0, aZero);
    AnaglyphRight.SetRow (1, Graphic3d_Vec4 (0.0f,  1.0f,  0.0f, 0.0f));
    AnaglyphRight.SetRow (2, Graphic3d_Vec4 (0.0f,  0.0f,  1.0f, 0.0f));
    AnaglyphRight.SetRow (3, aZero);
  }

public:

  Graphic3d_RenderingMode Method;                      //!< specifies rendering mode, Graphic3d_RM_RASTERIZATION by default

  Standard_Integer        RaytracingDepth;             //!< maximum ray-tracing depth, 3 by default
  Standard_Boolean        IsShadowEnabled;             //!< enables/disables shadows rendering, True by default
  Standard_Boolean        IsReflectionEnabled;         //!< enables/disables specular reflections, False by default
  Standard_Boolean        IsAntialiasingEnabled;       //!< enables/disables adaptive anti-aliasing, False by default
  Standard_Boolean        IsTransparentShadowEnabled;  //!< enables/disables light propagation through transparent media, False by default

  Graphic3d_StereoMode    StereoMode;                  //!< stereoscopic output mode, Graphic3d_StereoMode_QuadBuffer by default
  Anaglyph                AnaglyphFilter;              //!< filter for anaglyph output, Anaglyph_RedCyan_Optimized by default
  Graphic3d_Mat4          AnaglyphLeft;                //!< left  anaglyph filter (in normalized colorspace), Color = AnaglyphRight * theColorRight + AnaglyphLeft * theColorLeft;
  Graphic3d_Mat4          AnaglyphRight;               //!< right anaglyph filter (in normalized colorspace), Color = AnaglyphRight * theColorRight + AnaglyphLeft * theColorLeft;
  Standard_Boolean        ToReverseStereo;             //!< flag to reverse stereo pair, FALSE by default

};

#endif // _Graphic3d_RenderingParams_HeaderFile