This file is indexed.

/usr/include/vtk-6.3/vtkLightKit.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
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkLightKit.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 vtkLightKit - a simple but quality lighting kit
// .SECTION Description
// vtkLightKit is designed to make general purpose lighting of vtk
// scenes simple, flexible, and attractive (or at least not horribly
// ugly without significant effort).  Use a LightKit when you want
// more control over your lighting than you can get with the default
// vtk light, which is a headlight located at the camera. (HeadLights
// are very simple to use, but they don't show the shape of objects very
// well, don't give a good sense of "up" and "down", and don't evenly
// light the object.)
//
// A LightKit consists of three lights, a key light, a fill light, and
// a headlight.  The main light is the key light.  It is usually
// positioned so that it appears like an overhead light (like the sun,
// or a ceiling light).  It is generally positioned to shine down on the
// scene from about a 45 degree angle vertically and at least a little
// offset side to side.  The key light usually at least about twice as
// bright as the total of all other lights in the scene to provide good
// modeling of object features.
//
// The other lights in the kit (the fill light, headlight, and a pair of
// back lights) are weaker sources that provide extra
// illumination to fill in the spots that the key light misses.  The
// fill light is usually positioned across from or opposite from the
// key light (though still on the same side of the object as the
// camera) in order to simulate diffuse reflections from other objects
// in the scene.  The headlight, always located at the position of the
// camera, reduces the contrast between areas lit by the key and fill
// light. The two back lights, one on the left of the object as seen
// from the observer and one on the right, fill on the high-contrast
// areas behind the object.  To enforce the relationship between the
// different lights, the intensity of the fill, back and headlights
// are set as a ratio to the key light brightness.  Thus, the
// brightness of all the lights in the scene can be changed by
// changing the key light intensity.
//
// All lights are directional lights (infinitely far away with no
// falloff).  Lights move with the camera.
//
// For simplicity, the position of lights in the LightKit can only be
// specified using angles: the elevation (latitude) and azimuth
// (longitude) of each light with respect to the camera, expressed in
// degrees.  (Lights always shine on the camera's lookat point.) For
// example, a light at (elevation=0, azimuth=0) is located at the
// camera (a headlight).  A light at (elevation=90, azimuth=0) is
// above the lookat point, shining down.  Negative azimuth values move
// the lights clockwise as seen above, positive values
// counter-clockwise.  So, a light at (elevation=45, azimuth=-20) is
// above and in front of the object and shining slightly from the left
// side.
//
// vtkLightKit limits the colors that can be assigned to any light to
// those of incandescent sources such as light bulbs and sunlight.  It
// defines a special color spectrum called "warmth" from which light
// colors can be chosen, where 0 is cold blue, 0.5 is neutral white,
// and 1 is deep sunset red.  Colors close to 0.5 are "cool whites" and
// "warm whites," respectively.
//
// Since colors far from white on the warmth scale appear less bright,
// key-to-fill and key-to-headlight ratios are skewed by
// key, fill, and headlight colors.  If the flag MaintainLuminance
// is set, vtkLightKit will attempt to compensate for these perceptual
// differences by increasing the brightness of more saturated colors.
//
// A LightKit is not explicitly part of the vtk pipeline.  Rather, it
// is a composite object that controls the behavior of lights using a
// unified user interface.  Every time a parameter of vtkLightKit is
// adjusted, the properties of its lights are modified.
//
// .SECTION Credits
// vtkLightKit was originally written and contributed to vtk by
// Michael Halle (mhalle@bwh.harvard.edu) at the Surgical Planning
// Lab, Brigham and Women's Hospital.

#ifndef vtkLightKit_h
#define vtkLightKit_h

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

class vtkLight;
class vtkPiecewiseFunction;
class vtkRenderer;

class VTKRENDERINGCORE_EXPORT vtkLightKit : public vtkObject
{
public:
  static vtkLightKit *New();
  vtkTypeMacro(vtkLightKit, vtkObject);
  void PrintSelf(ostream& os, vtkIndent indent);

  //BTX
  enum LightKitType {
    TKeyLight,
    TFillLight,
    TBackLight,
    THeadLight
  };

  enum  LightKitSubType {
    Warmth,
    Intensity,
    Elevation,
    Azimuth,
    KFRatio,
    KBRatio,
    KHRatio
  };

  //ETX

  // Description:
  // Set/Get the intensity of the key light.  The key light is the
  // brightest light in the scene.  The intensities of the other two
  // lights are ratios of the key light's intensity.
  vtkSetMacro(KeyLightIntensity, double);
  vtkGetMacro(KeyLightIntensity, double);

  // Description:
  // Set/Get the key-to-fill ratio.  This ratio controls
  // how bright the fill light is compared to the key light: larger
  // values correspond to a dimmer fill light.  The purpose of the
  // fill light is to light parts of the object not lit by the key
  // light, while still maintaining constrast.  This type of lighting
  // may correspond to indirect illumination from the key light, bounced
  // off a wall, floor, or other object.  The fill light should never
  // be brighter than the key light:  a good range for the key-to-fill
  // ratio is between 2 and 10.
  vtkSetClampMacro(KeyToFillRatio, double, 0.5, VTK_DOUBLE_MAX);
  vtkGetMacro(KeyToFillRatio, double);

  // Description:
  // Set/Get the key-to-headlight ratio.  Similar to the key-to-fill
  // ratio, this ratio controls how bright the headlight light is
  // compared to the key light: larger values correspond to a dimmer
  // headlight light.  The headlight is special kind of fill light,
  // lighting only the parts of the object that the camera can see.
  // As such, a headlight tends to reduce the contrast of a scene.  It
  // can be used to fill in "shadows" of the object missed by the key
  // and fill lights.  The headlight should always be significantly
  // dimmer than the key light:  ratios of 2 to 15 are typical.
  vtkSetClampMacro(KeyToHeadRatio, double, 0.5, VTK_DOUBLE_MAX);
  vtkGetMacro(KeyToHeadRatio, double);

  // Description:
  // Set/Get the key-to-back light ratio.  This ratio controls
  // how bright the back lights are compared to the key light: larger
  // values correspond to dimmer back lights.  The back lights fill
  // in the remaining high-contrast regions behind the object.
  // Values between 2 and 10 are good.
  vtkSetClampMacro(KeyToBackRatio, double, 0.5, VTK_DOUBLE_MAX);
  vtkGetMacro(KeyToBackRatio, double);

  // Description:
  // Set the warmth of each the lights.  Warmth is a parameter that
  // varies from 0 to 1, where 0 is "cold" (looks icy or lit by a very
  // blue sky), 1 is "warm" (the red of a very red sunset, or the
  // embers of a campfire), and 0.5 is a neutral white.  The warmth
  // scale is non-linear. Warmth values close to 0.5 are subtly
  // "warmer" or "cooler," much like a warmer tungsten incandescent
  // bulb, a cooler halogen, or daylight (cooler still).  Moving
  // further away from 0.5, colors become more quickly varying towards
  // blues and reds.  With regards to aesthetics, extremes of warmth
  // should be used sparingly.
  vtkSetMacro(KeyLightWarmth, double);
  vtkGetMacro(KeyLightWarmth, double);

  vtkSetMacro(FillLightWarmth, double);
  vtkGetMacro(FillLightWarmth, double);

  vtkSetMacro(HeadLightWarmth, double);
  vtkGetMacro(HeadLightWarmth, double);

  vtkSetMacro(BackLightWarmth, double);
  vtkGetMacro(BackLightWarmth, double);

  // Description:
  // Returns the floating-point RGB values of each of the light's color.
  vtkGetVectorMacro(KeyLightColor,  double, 3);
  vtkGetVectorMacro(FillLightColor, double, 3);
  vtkGetVectorMacro(HeadLightColor, double, 3);
  vtkGetVectorMacro(BackLightColor, double, 3);

  // Description:
  // If MaintainLuminance is set, the LightKit will attempt to maintain
  // the apparent intensity of lights based on their perceptual brightnesses.
  // By default, MaintainLuminance is off.
  vtkBooleanMacro(MaintainLuminance, int);
  vtkGetMacro(MaintainLuminance, int);
  vtkSetMacro(MaintainLuminance, int);

  // Description:
  // Get/Set the position of the key, fill, and back lights
  // using angular methods.  Elevation corresponds to latitude,
  // azimuth to longitude.  It is recommended that the key light
  // always be on the viewer's side of the object and above the
  // object, while the fill light generally lights the part of the object
  // not lit by the fill light.  The headlight, which is always located
  // at the viewer, can then be used to reduce the contrast in the image.
  // There are a pair of back lights.  They are located at the same
  // elevation and at opposing azimuths (ie, one to the left, and one to
  // the right).  They are generally set at the equator (elevation = 0),
  // and at approximately 120 degrees (lighting from each side and behind).
  void SetKeyLightAngle(double elevation, double azimuth);
  void SetKeyLightAngle(double angle[2])
    { this->SetKeyLightAngle(angle[0], angle[1]); }

  void SetKeyLightElevation(double x)
    { this->SetKeyLightAngle(x, this->KeyLightAngle[1]); }

  void SetKeyLightAzimuth(double x)
    { this->SetKeyLightAngle(this->KeyLightAngle[0], x); }

  vtkGetVectorMacro(KeyLightAngle, double, 2);
  double GetKeyLightElevation()
    { double ang[2]; this->GetKeyLightAngle(ang); return ang[0]; }

  double GetKeyLightAzimuth()
    { double ang[2]; this->GetKeyLightAngle(ang); return ang[1]; }

  void SetFillLightAngle(double elevation, double azimuth);
  void SetFillLightAngle(double angle[2])
    { this->SetFillLightAngle(angle[0], angle[1]); }

  void SetFillLightElevation(double x)
    { this->SetFillLightAngle(x, this->FillLightAngle[1]); }

  void SetFillLightAzimuth(double x)
    { this->SetFillLightAngle(this->FillLightAngle[0], x); }

  vtkGetVectorMacro(FillLightAngle, double, 2);
  double GetFillLightElevation() {
    double ang[2]; this->GetFillLightAngle(ang); return ang[0]; }

  double GetFillLightAzimuth()
    { double ang[2]; this->GetFillLightAngle(ang); return ang[1]; }

  void SetBackLightAngle(double elevation, double azimuth);
  void SetBackLightAngle(double angle[2])
    { this->SetBackLightAngle(angle[0], angle[1]); }

  void SetBackLightElevation(double x)
    { this->SetBackLightAngle(x, this->BackLightAngle[1]); }

  void SetBackLightAzimuth(double x)
    { this->SetBackLightAngle(this->BackLightAngle[0], x); }

  vtkGetVectorMacro(BackLightAngle, double, 2);
  double GetBackLightElevation()
    { double ang[2]; this->GetBackLightAngle(ang); return ang[0]; }

  double GetBackLightAzimuth()
    { double ang[2]; this->GetBackLightAngle(ang); return ang[1]; }

  // Description:
  // Add lights to, or remove lights from, a renderer.
  // Lights may be added to more than one renderer, if desired.
  void AddLightsToRenderer(vtkRenderer *renderer);
  void RemoveLightsFromRenderer(vtkRenderer *renderer);

  void DeepCopy(vtkLightKit *kit);

  void Modified();
  void Update();

  // Description:
  // Helper method to go from a enum type to a string type
  static const char *GetStringFromType(int type);

  // Description:
  // Helper method to go from a enum subtype to a string subtype
  static const char *GetStringFromSubType(int type);

  // Description:
  // Helper method to go from a enum subtype to a string subtype
  // The difference from GetStringFromSubType is that it returns
  // a shorter strings (useful for GUI with minimun space)
  static const char *GetShortStringFromSubType(int subtype);

  // Description:
  // Return the possible subtype from a given type. You have to pass
  // in a number i [0,3] no check is done.
  static LightKitSubType GetSubType(LightKitType type, int i);

protected:
  vtkLightKit();
  ~vtkLightKit();

  void WarmthToRGBI(double w, double rgb[3], double& i);
  void WarmthToRGB(double w, double rgb[3]);
  void InitializeWarmthFunctions();
  double WarmthToIntensity(double w);


  double KeyLightIntensity;
  double KeyToFillRatio;
  double KeyToHeadRatio;
  double KeyToBackRatio;

  vtkLight *KeyLight;
  double KeyLightWarmth;
  double KeyLightAngle[2];
  double KeyLightColor[3];

  vtkLight *FillLight;
  double FillLightWarmth;
  double FillLightAngle[2];
  double FillLightColor[3];

  double BackLightWarmth;
  double BackLightColor[3];

  vtkLight *BackLight0;
  vtkLight *BackLight1;

  double BackLightAngle[2];

  vtkLight *HeadLight;
  double HeadLightWarmth;
  double HeadLightColor[3];

  int MaintainLuminance;

  vtkPiecewiseFunction *WarmthFunction[4]; // r, g, b, perceptual length

private:
  vtkLightKit(const vtkLightKit&);  // Not implemented.
  void operator=(const vtkLightKit&);  // Not implemented.
};

#endif