/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
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