/usr/include/vtk-7.1/vtkValuePassHelper.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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkValuePassHelper.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 vtkValuePassHelper
*
*
* Implementation of both rendering modes of vtkValuePass for the
* vtkOpenGLPolyDataMapper. The mapper is intended to call various methods
* of this helper in order to setup the appropriate rendering state.
*
* * INVERTIBLE_LUT It uses a texture as a color LUT to map the values to RGB
* data. Texture size constraints limit its precision (currently 12-bit). Most
* of the implementation of this mode is in vtkMapper (InvertibleLookupTable)
* where the color LUT is generated.
*
* * FLOATING_POINT Resources are allocated on demand. When rendering point data
* values are uploaded to the GPU as vertex attributes. When rendering cell data
* values are uploaded as a texture buffer. Custom vertex and fragment shaders are
* defined in order to adjust its behavior for either type of data.
*
* @sa
* vtkValuePass vtkOpenGLPolyDataMapper vtkMapper
*/
#ifndef vtkValuePassHelper_h
#define vtkValuePassHelper_h
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkObject.h"
class vtkActor;
class vtkDataSet;
class vtkMapper;
class vtkOpenGLHelper;
class vtkRenderer;
class vtkWindow;
class vtkPolyData;
class VTKRENDERINGOPENGL2_EXPORT vtkValuePassHelper : public vtkObject
{
friend class vtkOpenGLPolyDataMapper;
public:
static vtkValuePassHelper* New();
vtkTypeMacro(vtkValuePassHelper, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
protected:
vtkValuePassHelper();
~vtkValuePassHelper();
vtkGetMacro(RenderingMode, int);
/**
* Configure the internal state depending on the settings defined by the
* vtkValuePass (RenderingMode, RENDER_VALUES, SCALAR_MODE, etc.).
*/
void UpdateConfiguration(vtkRenderer* ren, vtkActor* act, vtkMapper* mapper,
vtkPolyData* input);
/**
* Upload new data if necessary, bind textures, etc.
*/
void RenderPieceStart(vtkActor* actor, vtkDataSet* input);
/**
* Add necessary shader definitions.
*/
void UpdateShaders(std::string & VSSource, std::string & FSSource,
std::string & required);
//@{
/**
* Bind shader variables.
*/
void BindAttributes(vtkOpenGLHelper& cellBO);
void BindUniforms(vtkOpenGLHelper& cellBO);
//@}
/**
* Unbind textures, etc.
*/
void RenderPieceFinish();
/**
* Query whether a shader rebuild will be required.
*/
bool RequiresShaderRebuild();
void ReleaseGraphicsResources(vtkWindow* win);
private:
void AllocateGraphicsResources(vtkRenderer* ren);
vtkValuePassHelper(const vtkValuePassHelper &) VTK_DELETE_FUNCTION;
void operator=(const vtkValuePassHelper &) VTK_DELETE_FUNCTION;
class vtkInternals;
vtkInternals* Impl;
int RenderingMode;
};
#endif // vtkValuePassHelper_h
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