This file is indexed.

/usr/include/vtk-6.3/vtkShadowMapPass.h is in libvtk6-dev 6.3.0+dfsg1-11build1.

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
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkShadowMapPass.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 vtkShadowMapPass - Implement a shadow mapping render pass.
// .SECTION Description
// Render the opaque polygonal geometry of a scene with shadow maps (a
// technique to render hard shadows in hardware).
//
// This pass expects an initialized depth buffer and color buffer.
// Initialized buffers means they have been cleared with farest z-value and
// background color/gradient/transparent color.
// An opaque pass may have been performed right after the initialization.
//
//
//
// Its delegate is usually set to a vtkOpaquePass.
//
// .SECTION Implementation
// The first pass of the algorithm is to generate a shadow map per light
// (depth map from the light point of view) by rendering the opaque objects
// with the OCCLUDER property keys.
// The second pass is to render the opaque objects with the RECEIVER keys.
//
// .SECTION See Also
// vtkRenderPass, vtkOpaquePass

#ifndef vtkShadowMapPass_h
#define vtkShadowMapPass_h

#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkRenderPass.h"

class vtkOpenGLRenderWindow;
class vtkInformationIntegerKey;
class vtkCamera;
class vtkLight;
class vtkFrameBufferObject;
class vtkShadowMapPassTextures; // internal
class vtkShadowMapPassLightCameras; // internal
class vtkShaderProgram2;
class vtkImageExport;
class vtkTextureObject;
class vtkImplicitHalo;
class vtkSampleFunction;
class vtkShadowMapBakerPass;

class VTKRENDERINGOPENGL_EXPORT vtkShadowMapPass : public vtkRenderPass
{
public:
  static vtkShadowMapPass *New();
  vtkTypeMacro(vtkShadowMapPass,vtkRenderPass);
  void PrintSelf(ostream& os, vtkIndent indent);

  //BTX
  // Description:
  // Perform rendering according to a render state \p s.
  // \pre s_exists: s!=0
  virtual void Render(const vtkRenderState *s);
  //ETX

  // Description:
  // Release graphics resources and ask components to release their own
  // resources.
  // \pre w_exists: w!=0
  void ReleaseGraphicsResources(vtkWindow *w);

  // Description:
  // Pass that generates the shadow maps.
  // the vtkShadowMapPass will use the Resolution ivar of
  // this pass.
  // Initial value is a NULL pointer.
  vtkGetObjectMacro(ShadowMapBakerPass,vtkShadowMapBakerPass);
  virtual void SetShadowMapBakerPass(
    vtkShadowMapBakerPass *shadowMapBakerPass);

  // Description:
  // Pass that render the opaque geometry, with no camera pass (otherwise
  // it does not work with Ice-T).
  // Initial value is a NULL pointer.
  // Typically a sequence pass with a light pass and opaque pass.
  // This should be the Opaque pass of the vtkShadowMapBakerPass without the
  // vtkCameraPass.
  vtkGetObjectMacro(OpaquePass,vtkRenderPass);
  virtual void SetOpaquePass(vtkRenderPass *opaquePass);

 protected:
  // Description:
  // Default constructor. DelegatetPass is set to NULL.
  vtkShadowMapPass();

  // Description:
  // Destructor.
  virtual ~vtkShadowMapPass();

  // Description:
  // Build the intensity map.
  void BuildSpotLightIntensityMap();

  // Description:
  // Check if shadow mapping is supported by the current OpenGL context.
  // \pre w_exists: w!=0
  void CheckSupport(vtkOpenGLRenderWindow *w);

  vtkShadowMapBakerPass *ShadowMapBakerPass;
  vtkRenderPass *CompositeRGBAPass;

  vtkRenderPass *OpaquePass;

  // Description:
  // Graphics resources.
  vtkFrameBufferObject *FrameBufferObject;

  vtkShadowMapPassTextures *ShadowMaps;
  vtkShadowMapPassLightCameras *LightCameras;
  vtkShaderProgram2 *Program;

  vtkTextureObject *IntensityMap;

  vtkSampleFunction *IntensitySource;
  vtkImageExport *IntensityExporter;
  vtkImplicitHalo *Halo;

  vtkTimeStamp LastRenderTime;

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

#endif