/usr/include/vtk-5.8/vtkLightingHelper.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 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkLightingHelper.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 vtkLightingHelper - helper to assist in simulating lighting similar
// to default OpenGL pipeline.
//
// .SECTION Description
// vtkLightingHelper is an helper to assist in simulating lighting similar
// to default OpenGL pipeline. Look at vtkLightingHelper_s for available
// GLSL functions.
//
// .SECTION see also
// vtkShaderProgram2
#ifndef __vtkLightingHelper_h
#define __vtkLightingHelper_h
#include "vtkObject.h"
#include "vtkShader2.h" // for vtkShader2Type
class vtkShaderProgram2;
class VTK_RENDERING_EXPORT vtkLightingHelper : public vtkObject
{
public:
static vtkLightingHelper* New();
vtkTypeMacro(vtkLightingHelper, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Get/Set the shader program to which we want to add the lighting kernels.
// mode = VTK_SHADER_TYPE_VERTEX or VTK_SHADER_TYPE_FRAGMENT
// depending on whether the vertex lighting or fragment lighting is to be
// used.
void Initialize(vtkShaderProgram2 *shader,
vtkShader2Type mode);
vtkGetObjectMacro(Shader, vtkShaderProgram2);
// Description:
// Updates any lighting specific information needed.
// This must be called before the shader program is bound.
void PrepareForRendering();
//BTX
protected:
vtkLightingHelper();
~vtkLightingHelper();
void SetShader(vtkShaderProgram2 *shader);
vtkShaderProgram2 *Shader;
private:
vtkLightingHelper(const vtkLightingHelper&); // Not implemented.
void operator=(const vtkLightingHelper&); // Not implemented.
//ETX
};
#endif
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