This file is indexed.

/usr/include/vtk-5.8/vtkRIBExporter.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
 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
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkRIBExporter.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 vtkRIBExporter - export a scene into RenderMan RIB format.
// .SECTION Description
// vtkRIBExporter is a concrete subclass of vtkExporter that writes a
// Renderman .RIB files. The input specifies a vtkRenderWindow. All
// visible actors and lights will be included in the rib file. The
// following file naming conventions apply:
//   rib file - FilePrefix.rib
//   image file created by RenderMan - FilePrefix.tif
//   texture files - TexturePrefix_0xADDR_MTIME.tif
// This object does NOT generate an image file. The user must run either
// RenderMan or a RenderMan emulator like Blue Moon Ray Tracer (BMRT).
// vtk properties are convert to Renderman shaders as follows:
//   Normal property, no texture map - plastic.sl
//   Normal property with texture map - txtplastic.sl
// These two shaders must be compiled by the rendering package being
// used.  vtkRIBExporter also supports custom shaders. The shaders are
// written using the Renderman Shading Language. See "The Renderman
// Companion", ISBN 0-201-50868, 1989 for details on writing shaders.
// vtkRIBProperty specifies the declarations and parameter settings for
// custom shaders.
// Tcl Example: generate a rib file for the current rendering.
// vtkRIBExporter myRIB
//   myRIB SetInput $renWin
//   myRIB SetFIlePrefix mine
//   myRIB Write
// This will create a file mine.rib. After running this file through
// a Renderman renderer a file mine.tif will contain the rendered image.
//
// .SECTION See Also
// vtkExporter vtkRIBProperty


#ifndef __vtkRIBExporter_h
#define __vtkRIBExporter_h

#include "vtkExporter.h"

class vtkActor;
class vtkCamera;
class vtkLight;
class vtkPolyData;
class vtkProperty;
class vtkRenderer;
class vtkTexture;
class vtkUnsignedCharArray;

class VTK_HYBRID_EXPORT vtkRIBExporter : public vtkExporter
{
public:
  static vtkRIBExporter *New();
  vtkTypeMacro(vtkRIBExporter,vtkExporter);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description
  // Specify the size of the image for RenderMan. If none is specified, the
  // size of the render window will be used.
  vtkSetVector2Macro(Size,int);
  vtkGetVectorMacro(Size,int,2);

  // Description
  // Specify the sampling rate for the rendering. Default is 2 2.
  vtkSetVector2Macro(PixelSamples,int);
  vtkGetVectorMacro(PixelSamples,int,2);

  // Description:
  // Specify the prefix of the files to write out. The resulting file names
  // will have .RIB appended to them.
  vtkSetStringMacro(FilePrefix);
  vtkGetStringMacro(FilePrefix);

  // Description:
  // Specify the prefix of any generated texture files.
  vtkSetStringMacro(TexturePrefix);
  vtkGetStringMacro(TexturePrefix);

  // Description:
  // Set/Get the background flag. Default is 0 (off).
  // If set, the rib file will contain an
  // image shader that will use the renderer window's background
  // color. Normally, RenderMan does generate backgrounds. Backgrounds are
  // composited into the scene with the tiffcomp program that comes with
  // Pixar's RenderMan Toolkit.  In fact, Pixar's Renderman will accept an
  // image shader but only sets the alpha of the background. Images created
  // this way will still have a black background but contain an alpha of 1
  // at all pixels and CANNOT be subsequently composited with other images
  // using tiffcomp.  However, other RenderMan compliant renderers like
  // Blue Moon Ray Tracing (BMRT) do allow image shaders and properly set
  // the background color. If this sounds too confusing, use the following
  // rules: If you are using Pixar's Renderman, leave the Background
  // off. Otherwise, try setting BackGroundOn and see if you get the
  // desired results.
  vtkSetMacro(Background,int);
  vtkGetMacro(Background,int);
  vtkBooleanMacro(Background,int);

  // Description:
  // Set or get the ExportArrays. If ExportArrays is set, then
  // all point data, field data, and cell data arrays will get 
  // exported together with polygons.
  vtkSetClampMacro(ExportArrays, int, 0, 1);
  vtkBooleanMacro(ExportArrays, int);
  vtkGetMacro(ExportArrays, int);

protected:
  vtkRIBExporter();
  ~vtkRIBExporter();

  int Background;
  int Size[2];
  int PixelSamples[2];

  // Description:
  // This variable defines whether the arrays are exported or not.
  int ExportArrays;

  // Description:
  // Write the RIB header.
  void WriteHeader (vtkRenderer *aRen);
  void WriteTrailer ();
  void WriteTexture (vtkTexture *aTexture);
  void WriteViewport (vtkRenderer *aRenderer, int size[2]);
  void WriteCamera (vtkCamera *aCamera);
  void WriteLight (vtkLight *aLight, int count);
  void WriteAmbientLight (int count);
  void WriteProperty (vtkProperty *aProperty, vtkTexture *aTexture);
  void WritePolygons (vtkPolyData *pd, vtkUnsignedCharArray *colors, 
                      vtkProperty *aProperty);
  void WriteStrips (vtkPolyData *pd, vtkUnsignedCharArray *colors, 
                    vtkProperty *aProperty);

  void WriteData();
  void WriteActor(vtkActor *anActor);
  
  // Description:
  // Since additional variables are sent to the shader as
  // variables, and their names are used in the shader, these
  // names have to follow C naming convention. This method
  // modifies array name so that you can use it in shader.
  void ModifyArrayName(char *newname, const char* name);

  char *GetTextureName (vtkTexture *aTexture);
  char *GetTIFFName (vtkTexture *aTexture);
  char *FilePrefix;
  FILE *FilePtr;
  char *TexturePrefix;
private:
  vtkRIBExporter(const vtkRIBExporter&);  // Not implemented.
  void operator=(const vtkRIBExporter&);  // Not implemented.
};

#endif