/usr/include/vtk-6.3/vtkTextureUnitManager.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 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkTextureUnitManager.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 vtkTextureUnitManager - allocate/free texture units.
// .SECTION Description
//
// vtkTextureUnitManager is a central place used by shaders to reserve a
// texture unit ( Allocate() ) or release it ( Free() ).
//
// Don't create a vtkTextureUnitManager, query it from the
// vtkOpenGLRenderWindow
//
// .SECTION See Also
// vtkOpenGLRenderWindow
#ifndef vtkTextureUnitManager_h
#define vtkTextureUnitManager_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkObject.h"
class vtkOpenGLRenderWindow;
class VTKRENDERINGOPENGL_EXPORT vtkTextureUnitManager : public vtkObject
{
public:
vtkTypeMacro(vtkTextureUnitManager,vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
static vtkTextureUnitManager *New();
// Description:
// Get/Set the context. This does not increase the reference count of the
// context to avoid reference loops.
// SetContext() may raise an error is the OpenGL context does not support the
// required OpenGL extensions.
void SetContext(vtkOpenGLRenderWindow *context);
vtkGetObjectMacro(Context,vtkOpenGLRenderWindow);
// Description:
// Number of texture units supported by the OpenGL context.
int GetNumberOfTextureUnits();
// Description:
// Reserve a texture unit. It returns its number.
// It returns -1 if the allocation failed (because there is no more
// texture unit left).
// \post valid_result: result==-1 || result>=0 && result<this->GetNumberOfTextureUnits())
// \post allocated: result==-1 || this->IsAllocated(result)
virtual int Allocate();
// Description:
// Tell if texture unit `textureUnitId' is already allocated.
// \pre valid_textureUnitId_range : textureUnitId>=0 && textureUnitId<this->GetNumberOfTextureUnits()
bool IsAllocated(int textureUnitId);
// Description:
// Release a texture unit.
// \pre valid_textureUnitId: textureUnitId>=0 && textureUnitId<this->GetNumberOfTextureUnits()
// \pre allocated_textureUnitId: this->IsAllocated(textureUnitId)
virtual void Free(int textureUnitId);
protected:
// Description:
// Default constructor.
vtkTextureUnitManager();
// Description:
// Destructor.
~vtkTextureUnitManager();
// Description:
// Delete the allocation table and check if it is not called before
// all the texture units have been released.
void DeleteTable();
vtkOpenGLRenderWindow *Context;
int NumberOfTextureUnits;
bool *TextureUnits;
private:
vtkTextureUnitManager(const vtkTextureUnitManager&); // Not implemented.
void operator=(const vtkTextureUnitManager&); // Not implemented.
};
#endif
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