/usr/include/vtk-6.3/vtkShader2Collection.h is in libvtk6-dev 6.3.0+dfsg1-5.
This file is owned by root:root, with mode 0o644.
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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 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkShader2Collection.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 vtkShader2Collection - a list of Shader2 objects.
// .SECTION Description
// vtkShader2Collection represents and provides methods to manipulate a
// list of Shader2 objects. The list is unsorted and duplicate entries are not
// prevented.
// .SECTION see also
// vtkShader2 vtkCollection
#ifndef vtkShader2Collection_h
#define vtkShader2Collection_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkCollection.h"
class vtkShader2;
class VTKRENDERINGOPENGL_EXPORT vtkShader2Collection : public vtkCollection
{
public:
static vtkShader2Collection *New();
vtkTypeMacro(vtkShader2Collection,vtkCollection);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Modified GetMTime because the collection time depends on the
// content of the shaders.
unsigned long GetMTime();
// Description:
// Add a shader to the list.
void AddItem(vtkShader2 *shader);
// Description:
// Get the next shader in the list.
vtkShader2 *GetNextShader();
// Description:
// Get the last shader in the list.
vtkShader2 *GetLastShader();
//BTX
// Description:
// Reentrant safe way to get an object in a collection. Just pass the
// same cookie back and forth.
vtkShader2 *GetNextShader(vtkCollectionSimpleIterator &cookie);
//ETX
// Description:
// Add the elements of `other' to the end of `this'.
// \pre other_exists: other!=0
// \pre not_self: other!=this
// \post added: this->GetNumberOfItems()=old this->GetNumberOfItems()+other->GetNumberOfItems()
void AddCollection(vtkShader2Collection *other);
// Description:
// Remove the elements of `other' from `this'. It assumes that `this' already
// has all the elements of `other' added contiguously.
// \pre other_exists: other!=0
// \pre not_self: other!=this
// \post removed: this->GetNumberOfItems()=old this->GetNumberOfItems()-other->GetNumberOfItems()
void RemoveCollection(vtkShader2Collection *other);
// Description:
// Tells if at least one of the shaders is a vertex shader.
// If yes, it means the vertex processing of the fixed-pipeline is bypassed.
// If no, it means the vertex processing of the fixed-pipeline is used.
bool HasVertexShaders();
// Description:
// Tells if at least one of the shaders is a tessellation control shader.
bool HasTessellationControlShaders();
// Description:
// Tells if at least one of the shaders is a tessellation evaluation shader.
bool HasTessellationEvaluationShaders();
// Description:
// Tells if at least one of the shaders is a geometry shader.
bool HasGeometryShaders();
// Description:
// Tells if at least one of the shaders is a fragment shader.
// If yes, it means the fragment processing of the fixed-pipeline is
// bypassed.
// If no, it means the fragment processing of the fixed-pipeline is used.
bool HasFragmentShaders();
// Description:
// Release OpenGL resources (shader id of each item).
void ReleaseGraphicsResources();
protected:
vtkShader2Collection();
~vtkShader2Collection();
bool HasShadersOfType(int);
private:
// hide the standard AddItem from the user and the compiler.
void AddItem(vtkObject *o);
vtkShader2Collection(const vtkShader2Collection&); // Not implemented.
void operator=(const vtkShader2Collection&); // Not implemented.
};
#endif
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