/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
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