This file is indexed.

/usr/include/vtk-6.3/vtkEncodedGradientShader.h is in libvtk6-dev 6.3.0+dfsg1-5.

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
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkEncodedGradientShader.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/

// .NAME vtkEncodedGradientShader - Compute shading tables for encoded normals.
//
// .SECTION Description
// vtkEncodedGradientShader computes shading tables for encoded normals
// that indicates the amount of diffuse and specular illumination that is
// received from all light sources at a surface location with that normal.
// For diffuse illumination this is accurate, but for specular illumination
// it is approximate for perspective projections since the center view
// direction is always used as the view direction. Since the shading table is
// dependent on the volume (for the transformation that must be applied to
// the normals to put them into world coordinates) there is a shading table
// per volume. This is necessary because multiple volumes can share a
// volume mapper.

#ifndef vtkEncodedGradientShader_h
#define vtkEncodedGradientShader_h

#include "vtkRenderingVolumeModule.h" // For export macro
#include "vtkObject.h"

class vtkVolume;
class vtkRenderer;
class vtkEncodedGradientEstimator;

#define VTK_MAX_SHADING_TABLES   100

class VTKRENDERINGVOLUME_EXPORT vtkEncodedGradientShader : public vtkObject
{
public:
  static vtkEncodedGradientShader *New();
  vtkTypeMacro(vtkEncodedGradientShader,vtkObject);

  // Description:
  // Print the vtkEncodedGradientShader
  void PrintSelf( ostream& os, vtkIndent indent );

  // Description:
  // Set / Get the intensity diffuse / specular light used for the
  // zero normals.
  vtkSetClampMacro( ZeroNormalDiffuseIntensity,  float, 0.0f, 1.0f);
  vtkGetMacro( ZeroNormalDiffuseIntensity, float );
  vtkSetClampMacro( ZeroNormalSpecularIntensity, float, 0.0f, 1.0f);
  vtkGetMacro( ZeroNormalSpecularIntensity, float );

  // Description:
  // Cause the shading table to be updated
  void UpdateShadingTable( vtkRenderer *ren, vtkVolume *vol,
                           vtkEncodedGradientEstimator *gradest);

  // Description:
  // Get the red/green/blue shading table.
  float *GetRedDiffuseShadingTable(    vtkVolume *vol );
  float *GetGreenDiffuseShadingTable(  vtkVolume *vol );
  float *GetBlueDiffuseShadingTable(   vtkVolume *vol );
  float *GetRedSpecularShadingTable(   vtkVolume *vol );
  float *GetGreenSpecularShadingTable( vtkVolume *vol );
  float *GetBlueSpecularShadingTable(  vtkVolume *vol );

  // Description:
  // Set the active component for shading. This component's
  // ambient / diffuse / specular / specular power values will
  // be used to create the shading table. The default is 1.0
  vtkSetClampMacro( ActiveComponent, int, 0, 3 );
  vtkGetMacro( ActiveComponent, int );

protected:
  vtkEncodedGradientShader();
  ~vtkEncodedGradientShader();

  // Description:
  // Build a shading table for a light with the specified direction,
  // and color for an object of the specified material properties.
  // material[0] = ambient, material[1] = diffuse, material[2] = specular
  // and material[3] = specular exponent.  If the ambient flag is 1,
  // then ambient illumination is added. If not, then this means we
  // are calculating the "other side" of two sided lighting, so no
  // ambient intensity is added in. If the update flag is 0,
  // the shading table is overwritten with these new shading values.
  // If the updateFlag is 1, then the computed light contribution is
  // added to the current shading table values. There is one shading
  // table per volume, and the index value indicated which index table
  // should be used. It is computed in the UpdateShadingTable method.
  void  BuildShadingTable( int index,
                           double lightDirection[3],
                           double lightAmbientColor[3],
                           double lightDiffuseColor[3],
                           double lightSpecularColor[3],
                           double lightIntensity,
                           double viewDirection[3],
                           double material[4],
                           int twoSided,
                           vtkEncodedGradientEstimator *gradest,
                           int updateFlag );

  // The six shading tables (r diffuse ,g diffuse ,b diffuse,
  // r specular, g specular, b specular ) - with an entry for each
  // encoded normal plus one entry at the end for the zero normal
  // There is one shading table per volume listed in the ShadingTableVolume
  // array. A null entry indicates an available slot.
  float                        *ShadingTable[VTK_MAX_SHADING_TABLES][6];
  vtkVolume                    *ShadingTableVolume[VTK_MAX_SHADING_TABLES];
  int                          ShadingTableSize[VTK_MAX_SHADING_TABLES];

  int                          ActiveComponent;

  // The intensity of light used for the zero normals, since it
  // can not be computed from the normal angles. Defaults to 0.0.
  float    ZeroNormalDiffuseIntensity;
  float    ZeroNormalSpecularIntensity;
private:
  vtkEncodedGradientShader(const vtkEncodedGradientShader&);  // Not implemented.
  void operator=(const vtkEncodedGradientShader&);  // Not implemented.
};


#endif