/usr/include/vtk-7.1/vtkShader.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 | /*=========================================================================
Program: Visualization Toolkit
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 vtkShader
* @brief encapsulate a glsl shader
*
* vtkShader represents a shader, vertex, fragment, geometry etc
*/
#ifndef vtkShader_h
#define vtkShader_h
#include "vtkRenderingOpenGL2Module.h" // for export macro
#include "vtkObject.h"
#include <string> // For member variables.
#include <vector> // For member variables.
/**
* @brief Vertex or Fragment shader, combined into a ShaderProgram.
*
* This class creates a Vertex, Fragment or Geometry shader, that can be attached to a
* ShaderProgram in order to render geometry etc.
*/
class VTKRENDERINGOPENGL2_EXPORT vtkShader : public vtkObject
{
public:
static vtkShader *New();
vtkTypeMacro(vtkShader, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
/** Available shader types. */
enum Type {
Vertex, /**< Vertex shader */
Fragment, /**< Fragment shader */
Geometry, /**< Geometry shader */
Unknown /**< Unknown (default) */
};
/** Set the shader type. */
void SetType(Type type);
/** Get the shader type, typically Vertex or Fragment. */
Type GetType() const { return this->ShaderType; }
/** Set the shader source to the supplied string. */
void SetSource(const std::string &source);
/** Get the source for the shader. */
std::string GetSource() const { return this->Source; }
/** Get the error message (empty if none) for the shader. */
std::string GetError() const { return this->Error; }
/** Get the handle of the shader. */
int GetHandle() const { return this->Handle; }
/** Compile the shader.
* @note A valid context must to current in order to compile the shader.
*/
bool Compile();
/** Delete the shader.
* @note This should only be done once the ShaderProgram is done with the
* Shader.
*/
void Cleanup();
protected:
vtkShader();
~vtkShader();
Type ShaderType;
int Handle;
bool Dirty;
std::string Source;
std::string Error;
private:
vtkShader(const vtkShader&) VTK_DELETE_FUNCTION;
void operator=(const vtkShader&) VTK_DELETE_FUNCTION;
};
#endif
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