/usr/include/vtk-5.8/vtkGLSLShaderDeviceAdapter2.h is in libvtk5-dev 5.8.0-5.
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 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkGLSLShaderDeviceAdapter2.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 vtkGLSLShaderDeviceAdapter2 - adapter to pass generic vertex
// attributes to the rendering pipeline to be used in a vtkShaderProgram2.
// .SECTION Description
// vtkShaderDeviceAdapter subclass for vtkShaderProgram2.
#ifndef __vtkGLSLShaderDeviceAdapter2_h
#define __vtkGLSLShaderDeviceAdapter2_h
#include "vtkObject.h"
class vtkShaderProgram2;
class VTK_RENDERING_EXPORT vtkGLSLShaderDeviceAdapter2 : public vtkObject
{
public:
vtkTypeMacro(vtkGLSLShaderDeviceAdapter2, vtkObject);
static vtkGLSLShaderDeviceAdapter2 *New();
virtual void PrintSelf(ostream &os, vtkIndent indent);
// Descrition:
// This method is called before rendering. This gives the shader device
// adapter an opportunity to collect information, such as attribute indices
// that it will need while rendering.
virtual void PrepareForRender();
// Description:
// Sends a single attribute to the graphics card.
// The attrname parameter identifies the name of attribute.
// The components parameter gives the number of
// components in the attribute. In general, components must be between
// 1-4, but a rendering system may impose even more constraints. The
// type parameter is a VTK type enumeration (VTK_FLOAT, VTK_INT, etc.).
// Again, a rendering system may not support all types for all
// attributes. The attribute parameter is the actual data for the
// attribute.
// If offset is specified, it is added to attribute pointer \c after
// it has been casted to the proper type.
// If attribute is NULL, the OpenGL ID for the attribute will simply be
// cached.
virtual void SendAttribute(const char* attrname,
int components,
int type,
const void *attribute,
unsigned long offset=0);
//BTX
// Description:
// Set the shader program which is being updated by this device adapter.
// The shader program is not reference counted to avoid reference loops.
void SetShaderProgram(vtkShaderProgram2 *program);
vtkGetObjectMacro(ShaderProgram, vtkShaderProgram2);
protected:
vtkGLSLShaderDeviceAdapter2();
~vtkGLSLShaderDeviceAdapter2();
// Description:
int GetAttributeLocation(const char* attrName);
vtkShaderProgram2 *ShaderProgram;
private:
vtkGLSLShaderDeviceAdapter2(const vtkGLSLShaderDeviceAdapter2&);
// Not implemented
void operator=(const vtkGLSLShaderDeviceAdapter2&); // Not implemented
class vtkInternal;
vtkInternal* Internal;
//ETX
};
#endif
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