This file is indexed.

/usr/include/vtk-7.1/vtkDepthOfFieldPass.h is in libvtk7-dev 7.1.1+dfsg1-2.

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

  Program:   Visualization Toolkit
  Module:    vtkDepthOfFieldPass.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.

=========================================================================*/
/**
 * @class   vtkDepthOfFieldPass
 * @brief   Implement a post-processing DOF blur pass.
 *
 * Currently only does behind the focal plane
 *
 * 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.
 *
 * The delegate is used once.
 *
 * Its delegate is usually set to a vtkCameraPass or to a post-processing pass.
 *
 * @par Implementation:
 * As the filter is separable, it first blurs the image horizontally and then
 * vertically. This reduces the number of texture samples
 *
 * @sa
 * vtkRenderPass
*/

#ifndef vtkDepthOfFieldPass_h
#define vtkDepthOfFieldPass_h

#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkDepthImageProcessingPass.h"

class vtkDepthPeelingPassLayerList; // Pimpl
class vtkFrameBufferObject;
class vtkOpenGLHelper;
class vtkOpenGLRenderWindow;
class vtkTextureObject;

class VTKRENDERINGOPENGL2_EXPORT vtkDepthOfFieldPass : public vtkDepthImageProcessingPass
{
public:
  static vtkDepthOfFieldPass *New();
  vtkTypeMacro(vtkDepthOfFieldPass,vtkDepthImageProcessingPass);
  void PrintSelf(ostream& os, vtkIndent indent);

  //@{
  /**
   * Use automatic focal distance calculation, this is on by default
   * When on the center of the viewport will always be in focus
   * regardless of where the focal point is.
   */
  vtkSetMacro(AutomaticFocalDistance,bool);
  vtkGetMacro(AutomaticFocalDistance,bool);
  vtkBooleanMacro(AutomaticFocalDistance,bool);
  //@}

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

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

 protected:
  /**
   * Default constructor. DelegatePass is set to NULL.
   */
  vtkDepthOfFieldPass();

  /**
   * Destructor.
   */
  virtual ~vtkDepthOfFieldPass();

  /**
   * Graphics resources.
   */
  vtkFrameBufferObject *FrameBufferObject;
  vtkTextureObject *Pass1; // render target for the scene
  vtkTextureObject *Pass1Depth; // render target for the depth

  // Structures for the various cell types we render.
  vtkOpenGLHelper *BlurProgram;

  bool Supported;
  bool SupportProbed;

  bool AutomaticFocalDistance;

 private:
  vtkDepthOfFieldPass(const vtkDepthOfFieldPass&) VTK_DELETE_FUNCTION;
  void operator=(const vtkDepthOfFieldPass&) VTK_DELETE_FUNCTION;
};

#endif