/usr/include/vtk-6.3/vtkProperty.h is in libvtk6-dev 6.3.0+dfsg1-5.
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Program: Visualization Toolkit
Module: vtkProperty.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 vtkProperty - represent surface properties of a geometric object
// .SECTION Description
// vtkProperty is an object that represents lighting and other surface
// properties of a geometric object. The primary properties that can be
// set are colors (overall, ambient, diffuse, specular, and edge color);
// specular power; opacity of the object; the representation of the
// object (points, wireframe, or surface); and the shading method to be
// used (flat, Gouraud, and Phong). Also, some special graphics features
// like backface properties can be set and manipulated with this object.
// .SECTION See Also
// vtkActor vtkPropertyDevice
#ifndef vtkProperty_h
#define vtkProperty_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkObject.h"
// shading models
#define VTK_FLAT 0
#define VTK_GOURAUD 1
#define VTK_PHONG 2
// representation models
#define VTK_POINTS 0
#define VTK_WIREFRAME 1
#define VTK_SURFACE 2
class vtkActor;
class vtkRenderer;
class vtkShaderProgram;
class vtkShaderDeviceAdapter2;
class vtkTexture;
class vtkWindow;
class vtkXMLDataElement;
class vtkXMLMaterial;
class vtkPropertyInternals;
class VTKRENDERINGCORE_EXPORT vtkProperty : public vtkObject
{
public:
vtkTypeMacro(vtkProperty,vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Construct object with object color, ambient color, diffuse color,
// specular color, and edge color white; ambient coefficient=0; diffuse
// coefficient=0; specular coefficient=0; specular power=1; Gouraud shading;
// and surface representation. Backface and frontface culling are off.
static vtkProperty *New();
// Description:
// Assign one property to another.
void DeepCopy(vtkProperty *p);
// Description:
// This method causes the property to set up whatever is required for
// its instance variables. This is actually handled by a subclass of
// vtkProperty, which is created automatically. This
// method includes the invoking actor as an argument which can
// be used by property devices that require the actor.
virtual void Render(vtkActor *, vtkRenderer *);
// Description:
// This method renders the property as a backface property. TwoSidedLighting
// must be turned off to see any backface properties. Note that only
// colors and opacity are used for backface properties. Other properties
// such as Representation, Culling are specified by the Property.
virtual void BackfaceRender(vtkActor *, vtkRenderer *) {}
//BTX
// Description:
// This method is called after the actor has been rendered.
// Don't call this directly. This method cleans up
// any shaders allocated.
virtual void PostRender(vtkActor*, vtkRenderer*);
//ETX
// Description:
// Set/Get lighting flag for an object. Initial value is true.
vtkGetMacro(Lighting, bool);
vtkSetMacro(Lighting, bool);
vtkBooleanMacro(Lighting, bool);
// Description:
// Set the shading interpolation method for an object.
vtkSetClampMacro(Interpolation, int, VTK_FLAT, VTK_PHONG);
vtkGetMacro(Interpolation,int);
void SetInterpolationToFlat()
{ this->SetInterpolation(VTK_FLAT); }
void SetInterpolationToGouraud()
{ this->SetInterpolation(VTK_GOURAUD); }
void SetInterpolationToPhong()
{ this->SetInterpolation(VTK_PHONG); }
const char *GetInterpolationAsString();
// Description:
// Control the surface geometry representation for the object.
vtkSetClampMacro(Representation,int, VTK_POINTS, VTK_SURFACE);
vtkGetMacro(Representation,int);
void SetRepresentationToPoints()
{ this->SetRepresentation(VTK_POINTS); }
void SetRepresentationToWireframe()
{ this->SetRepresentation(VTK_WIREFRAME); }
void SetRepresentationToSurface()
{ this->SetRepresentation(VTK_SURFACE); }
const char *GetRepresentationAsString();
// Description:
// Set the color of the object. Has the side effect of setting the
// ambient diffuse and specular colors as well. This is basically
// a quick overall color setting method.
virtual void SetColor(double r, double g, double b);
virtual void SetColor(double a[3]);
double *GetColor();
void GetColor(double rgb[3]);
void GetColor(double &r, double &g, double &b);
// Description:
// Set/Get the ambient lighting coefficient.
vtkSetClampMacro(Ambient, double, 0.0, 1.0);
vtkGetMacro(Ambient, double);
// Description:
// Set/Get the diffuse lighting coefficient.
vtkSetClampMacro(Diffuse, double, 0.0, 1.0);
vtkGetMacro(Diffuse, double);
// Description:
// Set/Get the specular lighting coefficient.
vtkSetClampMacro(Specular, double, 0.0, 1.0);
vtkGetMacro(Specular, double);
// Description:
// Set/Get the specular power.
vtkSetClampMacro(SpecularPower, double, 0.0, 128.0);
vtkGetMacro(SpecularPower, double);
// Description:
// Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely
// transparent.
vtkSetClampMacro(Opacity, double, 0.0, 1.0);
vtkGetMacro(Opacity, double);
// Description:
// Set/Get the ambient surface color. Not all renderers support separate
// ambient and diffuse colors. From a physical standpoint it really
// doesn't make too much sense to have both. For the rendering
// libraries that don't support both, the diffuse color is used.
vtkSetVector3Macro(AmbientColor, double);
vtkGetVector3Macro(AmbientColor, double);
// Description:
// Set/Get the diffuse surface color.
vtkSetVector3Macro(DiffuseColor, double);
vtkGetVector3Macro(DiffuseColor, double);
// Description:
// Set/Get the specular surface color.
vtkSetVector3Macro(SpecularColor, double);
vtkGetVector3Macro(SpecularColor, double);
// Description:
// Turn on/off the visibility of edges. On some renderers it is
// possible to render the edges of geometric primitives separately
// from the interior.
vtkGetMacro(EdgeVisibility, int);
vtkSetMacro(EdgeVisibility, int);
vtkBooleanMacro(EdgeVisibility, int);
// Description:
// Set/Get the color of primitive edges (if edge visibility is enabled).
vtkSetVector3Macro(EdgeColor, double);
vtkGetVector3Macro(EdgeColor, double);
// Description:
// Set/Get the width of a Line. The width is expressed in screen units.
// This is only implemented for OpenGL. The default is 1.0.
vtkSetClampMacro(LineWidth, float, 0, VTK_FLOAT_MAX);
vtkGetMacro(LineWidth, float);
// Description:
// Set/Get the stippling pattern of a Line, as a 16-bit binary pattern
// (1 = pixel on, 0 = pixel off).
// This is only implemented for OpenGL. The default is 0xFFFF.
vtkSetMacro(LineStipplePattern, int);
vtkGetMacro(LineStipplePattern, int);
// Description:
// Set/Get the stippling repeat factor of a Line, which specifies how
// many times each bit in the pattern is to be repeated.
// This is only implemented for OpenGL. The default is 1.
vtkSetClampMacro(LineStippleRepeatFactor, int, 1, VTK_INT_MAX);
vtkGetMacro(LineStippleRepeatFactor, int);
// Description:
// Set/Get the diameter of a point. The size is expressed in screen units.
// This is only implemented for OpenGL. The default is 1.0.
vtkSetClampMacro(PointSize, float, 0, VTK_FLOAT_MAX);
vtkGetMacro(PointSize, float);
// Description:
// Turn on/off fast culling of polygons based on orientation of normal
// with respect to camera. If backface culling is on, polygons facing
// away from camera are not drawn.
vtkGetMacro(BackfaceCulling, int);
vtkSetMacro(BackfaceCulling, int);
vtkBooleanMacro(BackfaceCulling, int);
// Description:
// Turn on/off fast culling of polygons based on orientation of normal
// with respect to camera. If frontface culling is on, polygons facing
// towards camera are not drawn.
vtkGetMacro(FrontfaceCulling, int);
vtkSetMacro(FrontfaceCulling, int);
vtkBooleanMacro(FrontfaceCulling, int);
// Description:
// Returns the name of the material currently loaded, if any.
vtkGetStringMacro(MaterialName);
// Description:
// Enable/Disable shading. When shading is enabled, the
// Material must be set.
vtkSetMacro(Shading, int);
vtkGetMacro(Shading, int);
vtkBooleanMacro(Shading, int);
// Description:
// Get the vtkShaderDeviceAdapter2 if set, returns null otherwise.
virtual vtkShaderDeviceAdapter2* GetShaderDeviceAdapter2()
{ return NULL; }
// Description:
// Provide values to initialize shader variables.
// Useful to initialize shader variables that change over time
// (animation, GUI widgets inputs, etc. )
// - \p name - hardware name of the uniform variable
// - \p numVars - number of variables being set
// - \p x - values
virtual void AddShaderVariable(const char *name, int numVars, int *x);
virtual void AddShaderVariable(const char *name, int numVars, float *x);
virtual void AddShaderVariable(const char *name, int numVars, double *x);
// Description:
// Methods to provide to add shader variables from tcl.
void AddShaderVariable(const char* name, int v)
{ this->AddShaderVariable(name, 1, &v); }
void AddShaderVariable(const char* name, float v)
{ this->AddShaderVariable(name, 1, &v); }
void AddShaderVariable(const char* name, double v)
{ this->AddShaderVariable(name, 1, &v); }
void AddShaderVariable(const char* name, int v1, int v2)
{
int v[2] = {v1, v2};
this->AddShaderVariable(name, 2, v);
}
void AddShaderVariable(const char* name, float v1, float v2)
{
float v[2] = {v1, v2};
this->AddShaderVariable(name, 2, v);
}
void AddShaderVariable(const char* name, double v1, double v2)
{
double v[2] = {v1, v2};
this->AddShaderVariable(name, 2, v);
}
void AddShaderVariable(const char* name, int v1, int v2, int v3)
{
int v[3] = {v1, v2, v3};
this->AddShaderVariable(name, 3, v);
}
void AddShaderVariable(const char* name, float v1, float v2, float v3)
{
float v[3] = {v1, v2, v3};
this->AddShaderVariable(name, 3, v);
}
void AddShaderVariable(const char* name, double v1, double v2, double v3)
{
double v[3] = {v1, v2, v3};
this->AddShaderVariable(name, 3, v);
}
// Description:
// Set/Get the texture object to control rendering texture maps. This will
// be a vtkTexture object. A property does not need to have an associated
// texture map and multiple properties can share one texture. Textures
// must be assigned unique names.
void SetTexture(const char* name, vtkTexture* texture);
vtkTexture* GetTexture(const char* name);
// Description:
// Set/Get the texture object to control rendering texture maps. This will
// be a vtkTexture object. A property does not need to have an associated
// texture map and multiple properties can share one texture. Textures
// must be assigned unique names.
void SetTexture(int unit, vtkTexture* texture);
vtkTexture* GetTexture(int unit);
void RemoveTexture(int unit);
// Description:
// Remove a texture from the collection. Note that the
// indices of all the subsequent textures, if any, will change.
void RemoveTexture(const char* name);
// Description:
// Remove all the textures.
void RemoveAllTextures();
// Description:
// Returns the number of textures in this property.
int GetNumberOfTextures();
// Description:
// Release any graphics resources that are being consumed by this
// property. The parameter window could be used to determine which graphic
// resources to release.
virtual void ReleaseGraphicsResources(vtkWindow *win);
//BTX
// Description:
// Used to specify which texture unit a texture will use.
// Only relevant when multitexturing.
enum VTKTextureUnit
{
VTK_TEXTURE_UNIT_0 = 0,
VTK_TEXTURE_UNIT_1,
VTK_TEXTURE_UNIT_2,
VTK_TEXTURE_UNIT_3,
VTK_TEXTURE_UNIT_4,
VTK_TEXTURE_UNIT_5,
VTK_TEXTURE_UNIT_6,
VTK_TEXTURE_UNIT_7
};
//ETX
protected:
vtkProperty();
~vtkProperty();
// Description:
// Computes composite color. Used by GetColor().
static void ComputeCompositeColor(double result[3],
double ambient, const double ambient_color[3],
double diffuse, const double diffuse_color[3],
double specular, const double specular_color[3]);
double Color[3];
double AmbientColor[3];
double DiffuseColor[3];
double SpecularColor[3];
double EdgeColor[3];
double Ambient;
double Diffuse;
double Specular;
double SpecularPower;
double Opacity;
float PointSize;
float LineWidth;
int LineStipplePattern;
int LineStippleRepeatFactor;
int Interpolation;
int Representation;
int EdgeVisibility;
int BackfaceCulling;
int FrontfaceCulling;
bool Lighting;
int Shading;
char* MaterialName;
vtkSetStringMacro(MaterialName);
//BTX
// FIXME:
// Don't use these methods. They will be removed. They are provided only
// for the time-being.
vtkTexture* GetTextureAtIndex(int index);
int GetTextureUnitAtIndex(int index);
int GetTextureUnit(const char* name);
//ETX
private:
vtkProperty(const vtkProperty&); // Not implemented.
void operator=(const vtkProperty&); // Not implemented.
vtkPropertyInternals* Internals;
};
// Description:
// Return the method of shading as a descriptive character string.
inline const char *vtkProperty::GetInterpolationAsString(void)
{
if (this->Interpolation == VTK_FLAT)
{
return "Flat";
}
else if (this->Interpolation == VTK_GOURAUD)
{
return "Gouraud";
}
else
{
return "Phong";
}
}
// Description:
// Return the method of shading as a descriptive character string.
inline const char *vtkProperty::GetRepresentationAsString(void)
{
if (this->Representation == VTK_POINTS)
{
return "Points";
}
else if (this->Representation == VTK_WIREFRAME)
{
return "Wireframe";
}
else
{
return "Surface";
}
}
#endif
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