/usr/include/vtk-5.10/vtkProperty.h is in libvtk5-dev 5.10.1+dfsg-2.1build1.
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Program: Visualization Toolkit
Module: vtkProperty.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 vtkProperty - represent surface properties of a geometric object
// .SECTION Description
// vtkProperty is an object that represents lighting and other surface
// properties of a geometric object. The primary properties that can be
// set are colors (overall, ambient, diffuse, specular, and edge color);
// specular power; opacity of the object; the representation of the
// object (points, wireframe, or surface); and the shading method to be
// used (flat, Gouraud, and Phong). Also, some special graphics features
// like backface properties can be set and manipulated with this object.
// .SECTION See Also
// vtkActor vtkPropertyDevice
#ifndef __vtkProperty_h
#define __vtkProperty_h
#include "vtkObject.h"
// shading models
#define VTK_FLAT 0
#define VTK_GOURAUD 1
#define VTK_PHONG 2
// representation models
#define VTK_POINTS 0
#define VTK_WIREFRAME 1
#define VTK_SURFACE 2
class vtkActor;
class vtkRenderer;
class vtkShaderProgram;
class vtkShaderDeviceAdapter2;
class vtkTexture;
class vtkWindow;
class vtkXMLDataElement;
class vtkXMLMaterial;
class vtkPropertyInternals;
class VTK_RENDERING_EXPORT vtkProperty : public vtkObject
{
public:
vtkTypeMacro(vtkProperty,vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Construct object with object color, ambient color, diffuse color,
// specular color, and edge color white; ambient coefficient=0; diffuse
// coefficient=0; specular coefficient=0; specular power=1; Gouraud shading;
// and surface representation. Backface and frontface culling are off.
static vtkProperty *New();
// Description:
// Assign one property to another.
void DeepCopy(vtkProperty *p);
// Description:
// This method causes the property to set up whatever is required for
// its instance variables. This is actually handled by a subclass of
// vtkProperty, which is created automatically. This
// method includes the invoking actor as an argument which can
// be used by property devices that require the actor.
virtual void Render(vtkActor *,vtkRenderer *);
// Description:
// This method renders the property as a backface property. TwoSidedLighting
// must be turned off to see any backface properties. Note that only
// colors and opacity are used for backface properties. Other properties
// such as Representation, Culling are specified by the Property.
virtual void BackfaceRender(vtkActor *,vtkRenderer *) {};
//BTX
// Description:
// This method is called after the actor has been rendered.
// Don't call this directly. This method cleans up
// any shaders allocated.
virtual void PostRender(vtkActor*, vtkRenderer*);
//ETX
// Description:
// Set/Get lighting flag for an object. Initial value is true.
vtkGetMacro(Lighting,bool);
vtkSetMacro(Lighting,bool);
vtkBooleanMacro(Lighting,bool);
// Description:
// Set the shading interpolation method for an object.
vtkSetClampMacro(Interpolation,int,VTK_FLAT,VTK_PHONG);
vtkGetMacro(Interpolation,int);
void SetInterpolationToFlat() {this->SetInterpolation(VTK_FLAT);};
void SetInterpolationToGouraud() {this->SetInterpolation(VTK_GOURAUD);};
void SetInterpolationToPhong() {this->SetInterpolation(VTK_PHONG);};
const char *GetInterpolationAsString();
// Description:
// Control the surface geometry representation for the object.
vtkSetClampMacro(Representation,int,VTK_POINTS,VTK_SURFACE);
vtkGetMacro(Representation,int);
void SetRepresentationToPoints() {this->SetRepresentation(VTK_POINTS);};
void SetRepresentationToWireframe() {
this->SetRepresentation(VTK_WIREFRAME);};
void SetRepresentationToSurface() {this->SetRepresentation(VTK_SURFACE);};
const char *GetRepresentationAsString();
// Description:
// Set the color of the object. Has the side effect of setting the
// ambient diffuse and specular colors as well. This is basically
// a quick overall color setting method.
void SetColor(double r, double g, double b);
void SetColor(double a[3]) { this->SetColor(a[0], a[1], a[2]); };
double *GetColor();
void GetColor(double rgb[3]);
void GetColor(double &r, double &g, double &b);
// Description:
// Set/Get the ambient lighting coefficient.
vtkSetClampMacro(Ambient,double,0.0,1.0);
vtkGetMacro(Ambient,double);
// Description:
// Set/Get the diffuse lighting coefficient.
vtkSetClampMacro(Diffuse,double,0.0,1.0);
vtkGetMacro(Diffuse,double);
// Description:
// Set/Get the specular lighting coefficient.
vtkSetClampMacro(Specular,double,0.0,1.0);
vtkGetMacro(Specular,double);
// Description:
// Set/Get the specular power.
vtkSetClampMacro(SpecularPower,double,0.0,128.0);
vtkGetMacro(SpecularPower,double);
// Description:
// Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely
// transparent.
vtkSetClampMacro(Opacity,double,0.0,1.0);
vtkGetMacro(Opacity,double);
// Description:
// Set/Get the ambient surface color. Not all renderers support separate
// ambient and diffuse colors. From a physical standpoint it really
// doesn't make too much sense to have both. For the rendering
// libraries that don't support both, the diffuse color is used.
vtkSetVector3Macro(AmbientColor,double);
vtkGetVector3Macro(AmbientColor,double);
// Description:
// Set/Get the diffuse surface color.
vtkSetVector3Macro(DiffuseColor,double);
vtkGetVector3Macro(DiffuseColor,double);
// Description:
// Set/Get the specular surface color.
vtkSetVector3Macro(SpecularColor,double);
vtkGetVector3Macro(SpecularColor,double);
// Description:
// Turn on/off the visibility of edges. On some renderers it is
// possible to render the edges of geometric primitives separately
// from the interior.
vtkGetMacro(EdgeVisibility,int);
vtkSetMacro(EdgeVisibility,int);
vtkBooleanMacro(EdgeVisibility,int);
// Description:
// Set/Get the color of primitive edges (if edge visibility is enabled).
vtkSetVector3Macro(EdgeColor,double);
vtkGetVector3Macro(EdgeColor,double);
// Description:
// Set/Get the width of a Line. The width is expressed in screen units.
// This is only implemented for OpenGL. The default is 1.0.
vtkSetClampMacro(LineWidth,float,0,VTK_LARGE_FLOAT);
vtkGetMacro(LineWidth,float);
// Description:
// Set/Get the stippling pattern of a Line, as a 16-bit binary pattern
// (1 = pixel on, 0 = pixel off).
// This is only implemented for OpenGL. The default is 0xFFFF.
vtkSetMacro(LineStipplePattern,int);
vtkGetMacro(LineStipplePattern,int);
// Description:
// Set/Get the stippling repeat factor of a Line, which specifies how
// many times each bit in the pattern is to be repeated.
// This is only implemented for OpenGL. The default is 1.
vtkSetClampMacro(LineStippleRepeatFactor,int,1,VTK_LARGE_INTEGER);
vtkGetMacro(LineStippleRepeatFactor,int);
// Description:
// Set/Get the diameter of a point. The size is expressed in screen units.
// This is only implemented for OpenGL. The default is 1.0.
vtkSetClampMacro(PointSize,float,0,VTK_LARGE_FLOAT);
vtkGetMacro(PointSize,float);
// Description:
// Turn on/off fast culling of polygons based on orientation of normal
// with respect to camera. If backface culling is on, polygons facing
// away from camera are not drawn.
vtkGetMacro(BackfaceCulling,int);
vtkSetMacro(BackfaceCulling,int);
vtkBooleanMacro(BackfaceCulling,int);
// Description:
// Turn on/off fast culling of polygons based on orientation of normal
// with respect to camera. If frontface culling is on, polygons facing
// towards camera are not drawn.
vtkGetMacro(FrontfaceCulling,int);
vtkSetMacro(FrontfaceCulling,int);
vtkBooleanMacro(FrontfaceCulling,int);
// Description:
// Get the material representation used for shading. The material will be used
// only when shading is enabled.
vtkGetObjectMacro(Material, vtkXMLMaterial);
// Description:
// Returns the name of the material currenly loaded, if any.
vtkGetStringMacro(MaterialName);
// Description:
// Load the material. The material can be the name of a
// built-on material or the filename for a VTK material XML description.
void LoadMaterial(const char* name);
// Description:
// Load the material given the contents of the material file.
void LoadMaterialFromString(const char* materialxml);
// Description:
// Load the material given the material representation.
void LoadMaterial(vtkXMLMaterial*);
// Description:
// Enable/Disable shading. When shading is enabled, the
// Material must be set.
vtkSetMacro(Shading, int);
vtkGetMacro(Shading, int);
vtkBooleanMacro(Shading, int);
// Description:
// Get the Shader program. If Material is not set/or not loaded properly,
// this will return null.
vtkGetObjectMacro(ShaderProgram, vtkShaderProgram);
// Description:
// Get the vtkShaderDeviceAdapter2 if set, returns null otherwise.
virtual vtkShaderDeviceAdapter2* GetShaderDeviceAdapter2() { return NULL; }
// Description:
// Provide values to initialize shader variables.
// Useful to initialize shader variables that change over time
// (animation, GUI widgets inputs, etc. )
// - \p name - hardware name of the uniform variable
// - \p numVars - number of variables being set
// - \p x - values
virtual void AddShaderVariable(const char *name, int numVars, int *x);
virtual void AddShaderVariable(const char *name, int numVars, float *x);
virtual void AddShaderVariable(const char *name, int numVars, double *x);
// Description:
// Methods to provide to add shader variables from tcl.
void AddShaderVariable(const char* name, int v)
{
this->AddShaderVariable(name, 1, &v);
}
void AddShaderVariable(const char* name, float v)
{
this->AddShaderVariable(name, 1, &v);
}
void AddShaderVariable(const char* name, double v)
{
this->AddShaderVariable(name, 1, &v);
}
void AddShaderVariable(const char* name, int v1, int v2)
{
int v[2];
v[0] = v1;
v[1] = v2;
this->AddShaderVariable(name, 2, v);
}
void AddShaderVariable(const char* name, float v1, float v2)
{
float v[2];
v[0] = v1;
v[1] = v2;
this->AddShaderVariable(name, 2, v);
}
void AddShaderVariable(const char* name, double v1, double v2)
{
double v[2];
v[0] = v1;
v[1] = v2;
this->AddShaderVariable(name, 2, v);
}
void AddShaderVariable(const char* name, int v1, int v2, int v3)
{
int v[3];
v[0] = v1;
v[1] = v2;
v[2] = v3;
this->AddShaderVariable(name, 3, v);
}
void AddShaderVariable(const char* name, float v1, float v2, float v3)
{
float v[3];
v[0] = v1;
v[1] = v2;
v[2] = v3;
this->AddShaderVariable(name, 3, v);
}
void AddShaderVariable(const char* name, double v1, double v2, double v3)
{
double v[3];
v[0] = v1;
v[1] = v2;
v[2] = v3;
this->AddShaderVariable(name, 3, v);
}
// Description:
// Set/Get the texture object to control rendering texture maps. This will
// be a vtkTexture object. A property does not need to have an associated
// texture map and multiple properties can share one texture. Textures
// must be assigned unique names.
void SetTexture(const char* name, vtkTexture* texture);
vtkTexture* GetTexture(const char* name);
// Description:
// Set/Get the texture object to control rendering texture maps. This will
// be a vtkTexture object. A property does not need to have an associated
// texture map and multiple properties can share one texture. Textures
// must be assigned unique names.
void SetTexture(int unit, vtkTexture* texture);
vtkTexture* GetTexture(int unit);
void RemoveTexture(int unit);
// Description:
// Remove a texture from the collection. Note that the
// indices of all the subsquent textures, if any, will change.
void RemoveTexture(const char* name);
// Description:
// Remove all the textures.
void RemoveAllTextures();
// Description:
// Returns the number of textures in this property.
int GetNumberOfTextures();
// Description:
// Release any graphics resources that are being consumed by this
// property. The parameter window could be used to determine which graphic
// resources to release.
virtual void ReleaseGraphicsResources(vtkWindow *win);
//BTX
// Description:
// Used to specify which texture unit a texture will use.
// Only relevant when multitexturing.
enum VTKTextureUnit
{
VTK_TEXTURE_UNIT_0 = 0,
VTK_TEXTURE_UNIT_1,
VTK_TEXTURE_UNIT_2,
VTK_TEXTURE_UNIT_3,
VTK_TEXTURE_UNIT_4,
VTK_TEXTURE_UNIT_5,
VTK_TEXTURE_UNIT_6,
VTK_TEXTURE_UNIT_7
};
//ETX
protected:
vtkProperty();
~vtkProperty();
// Description:
// Load property iVar values from the Material XML.
void LoadProperty();
void LoadTextures();
void LoadTexture(vtkXMLDataElement* elem);
void LoadPerlineNoise(vtkXMLDataElement* );
void LoadMember(vtkXMLDataElement* elem);
double Color[3];
double AmbientColor[3];
double DiffuseColor[3];
double SpecularColor[3];
double EdgeColor[3];
double Ambient;
double Diffuse;
double Specular;
double SpecularPower;
double Opacity;
float PointSize;
float LineWidth;
int LineStipplePattern;
int LineStippleRepeatFactor;
int Interpolation;
int Representation;
int EdgeVisibility;
int BackfaceCulling;
int FrontfaceCulling;
bool Lighting;
int Shading;
char* MaterialName;
vtkSetStringMacro(MaterialName);
vtkShaderProgram* ShaderProgram;
void SetShaderProgram(vtkShaderProgram*);
vtkXMLMaterial* Material; // TODO: I wonder if this reference needs to be maintained.
// Description:
// Read this->Material from new style shaders.
// Default implementation is empty.
virtual void ReadFrameworkMaterial();
//BTX
// These friends are provided only for the time being
// till we device a graceful way of loading texturing for GLSL.
friend class vtkGLSLShaderProgram;
friend class vtkShader;
// FIXME:
// Don't use these methods. They will be removed. They are provided only
// for the time-being.
vtkTexture* GetTextureAtIndex(int index);
int GetTextureUnitAtIndex(int index);
int GetTextureUnit(const char* name);
//ETX
private:
vtkProperty(const vtkProperty&); // Not implemented.
void operator=(const vtkProperty&); // Not implemented.
vtkPropertyInternals* Internals;
};
// Description:
// Return the method of shading as a descriptive character string.
inline const char *vtkProperty::GetInterpolationAsString(void)
{
if ( this->Interpolation == VTK_FLAT )
{
return "Flat";
}
else if ( this->Interpolation == VTK_GOURAUD )
{
return "Gouraud";
}
else
{
return "Phong";
}
}
// Description:
// Return the method of shading as a descriptive character string.
inline const char *vtkProperty::GetRepresentationAsString(void)
{
if ( this->Representation == VTK_POINTS )
{
return "Points";
}
else if ( this->Representation == VTK_WIREFRAME )
{
return "Wireframe";
}
else
{
return "Surface";
}
}
#endif
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