This file is indexed.

/usr/include/vtk-5.10/vtkVolumeTextureMapper3D.h is in libvtk5-dev 5.10.1+dfsg-2.1build1.

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
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkVolumeTextureMapper3D.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 vtkVolumeTextureMapper3D - volume render with 3D texture mapping

// .SECTION Description
// vtkVolumeTextureMapper3D renders a volume using 3D texture mapping. 
// This class is actually an abstract superclass - with all the actual
// work done by vtkOpenGLVolumeTextureMapper3D. 
// 
// This mappers currently supports:
//
// - any data type as input
// - one component, or two or four non-independent components
// - composite blending
// - intermixed opaque geometry
// - multiple volumes can be rendered if they can
//   be sorted into back-to-front order (use the vtkFrustumCoverageCuller)
// 
// This mapper does not support:
// - more than one independent component
// - maximum intensity projection
// 
// Internally, this mapper will potentially change the resolution of the
// input data. The data will be resampled to be a power of two in each
// direction, and also no greater than 128*256*256 voxels (any aspect) 
// for one or two component data, or 128*128*256 voxels (any aspect)
// for four component data. The limits are currently hardcoded after 
// a check using the GL_PROXY_TEXTURE3D because some graphics drivers 
// were always responding "yes" to the proxy call despite not being
// able to allocate that much texture memory.
//
// Currently, calculations are computed using 8 bits per RGBA channel.
// In the future this should be expanded to handle newer boards that
// can support 15 bit float compositing.
//
// This mapper supports two main families of graphics hardware:
// nvidia and ATI. There are two different implementations of
// 3D texture mapping used - one based on nvidia's GL_NV_texture_shader2
// and GL_NV_register_combiners2 extension, and one based on
// ATI's GL_ATI_fragment_shader (supported also by some nvidia boards)
// To use this class in an application that will run on various 
// hardware configurations, you should have a back-up volume rendering
// method. You should create a vtkVolumeTextureMapper3D, assign its
// input, make sure you have a current OpenGL context (you've rendered
// at least once), then call IsRenderSupported with a vtkVolumeProperty 
// as an argument. This method will return 0 if the input has more than
// one independent component, or if the graphics hardware does not
// support the set of required extensions for using at least one of
// the two implemented methods (nvidia or ati)
//
// .SECTION Thanks
// Thanks to Alexandre Gouaillard at the Megason Lab, Department of Systems
// Biology, Harvard Medical School
// https://wiki.med.harvard.edu/SysBio/Megason/
// for the idea and initial patch to speed-up rendering with compressed
// textures.
//
// .SECTION see also
// vtkVolumeMapper

#ifndef __vtkVolumeTextureMapper3D_h
#define __vtkVolumeTextureMapper3D_h

#include "vtkVolumeMapper.h"

class vtkImageData;
class vtkColorTransferFunction;
class vtkPiecewiseFunction;
class vtkVolumeProperty;

class VTK_VOLUMERENDERING_EXPORT vtkVolumeTextureMapper3D : public vtkVolumeMapper
{
public:
  vtkTypeMacro(vtkVolumeTextureMapper3D,vtkVolumeMapper);
  void PrintSelf(ostream& os, vtkIndent indent);

  static vtkVolumeTextureMapper3D *New();

  // Description:
  // The distance at which to space sampling planes. This
  // may not be honored for interactive renders. An interactive
  // render is defined as one that has less than 1 second of
  // allocated render time.
  vtkSetMacro( SampleDistance, float );
  vtkGetMacro( SampleDistance, float );

  // Description:
  // These are the dimensions of the 3D texture
  vtkGetVectorMacro( VolumeDimensions, int,   3 );
  
  // Description:
  // This is the spacing of the 3D texture
  vtkGetVectorMacro( VolumeSpacing,    float, 3 );

  // Description:
  // Based on hardware and properties, we may or may not be able to
  // render using 3D texture mapping. This indicates if 3D texture
  // mapping is supported by the hardware, and if the other extensions
  // necessary to support the specific properties are available.
  virtual int IsRenderSupported( vtkVolumeProperty *,
                                 vtkRenderer *vtkNotUsed(r))
    {return 0;}

  // Description:
  // Allow access to the number of polygons used for the
  // rendering.
  vtkGetMacro( NumberOfPolygons, int );
  
  // Description:
  // Allow access to the actual sample distance used to render
  // the image.
  vtkGetMacro( ActualSampleDistance, float );

//BTX

  // Description:
  // WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
  // DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
  // Render the volume
  virtual void Render(vtkRenderer *, vtkVolume *) {};  
  
  // Description:
  // What rendering method is supported?
  enum 
  {
    FRAGMENT_PROGRAM_METHOD=0,
    NVIDIA_METHOD=1,
    ATI_METHOD=2,
    NO_METHOD=3
  }; 

  // Description:
  // Returns the number of components of the point scalar field
  int GetNumberOfScalarComponents(vtkImageData *input);
//ETX

  // Description:
  // Set the preferred render method. If it is supported, this
  // one will be used. Don't allow ATI_METHOD - it is not actually
  // supported.
  vtkSetClampMacro( PreferredRenderMethod, int, 
                    vtkVolumeTextureMapper3D::FRAGMENT_PROGRAM_METHOD,
                    vtkVolumeTextureMapper3D::NVIDIA_METHOD );
  void SetPreferredMethodToFragmentProgram()
    { this->SetPreferredRenderMethod( vtkVolumeTextureMapper3D::FRAGMENT_PROGRAM_METHOD ); }
  void SetPreferredMethodToNVidia() 
    { this->SetPreferredRenderMethod( vtkVolumeTextureMapper3D::NVIDIA_METHOD ); }
  vtkGetMacro(PreferredRenderMethod, int);

  
  // Description:
  // Set/Get if the mapper use compressed textures (if supported by the
  // hardware). Initial value is false.
  // There are two reasons to use compressed textures: 1. rendering can be 4
  // times faster. 2. It saves some VRAM.
  // There is one reason to not use compressed textures: quality may be lower
  // than with uncompressed textures.
  vtkSetMacro(UseCompressedTexture,bool);
  vtkGetMacro(UseCompressedTexture,bool);
  
protected:
  vtkVolumeTextureMapper3D();
  ~vtkVolumeTextureMapper3D();

  float                    *PolygonBuffer;
  float                    *IntersectionBuffer;
  int                       NumberOfPolygons;
  int                       BufferSize;
  
  unsigned char            *Volume1;
  unsigned char            *Volume2;
  unsigned char            *Volume3;
  int                       VolumeSize;
  int                       VolumeComponents;
  int                       VolumeDimensions[3];
  float                     VolumeSpacing[3];
  
  float                     SampleDistance;
  float                     ActualSampleDistance;
  
  vtkImageData             *SavedTextureInput;
  vtkImageData             *SavedParametersInput;
  
  vtkColorTransferFunction *SavedRGBFunction;
  vtkPiecewiseFunction     *SavedGrayFunction;
  vtkPiecewiseFunction     *SavedScalarOpacityFunction;
  vtkPiecewiseFunction     *SavedGradientOpacityFunction;
  int                       SavedColorChannels;
  float                     SavedSampleDistance;
  float                     SavedScalarOpacityDistance;
  
  unsigned char             ColorLookup[65536*4];
  unsigned char             AlphaLookup[65536];
  float                     TempArray1[3*4096];
  float                     TempArray2[4096];
  int                       ColorTableSize;
  float                     ColorTableScale;
  float                     ColorTableOffset; 

  unsigned char             DiffuseLookup[65536*4];
  unsigned char             SpecularLookup[65536*4];
  
  vtkTimeStamp              SavedTextureMTime;
  vtkTimeStamp              SavedParametersMTime;

  int                       RenderMethod;
  int                       PreferredRenderMethod;
  bool                      UseCompressedTexture;
  
  bool                      SupportsNonPowerOfTwoTextures;
  
  // Description:
  // For the given viewing direction, compute the set of polygons.
  void   ComputePolygons( vtkRenderer *ren, vtkVolume *vol, double bounds[6] );

  // Description:
  // Update the internal RGBA representation of the volume. Return 1 if
  // anything change, 0 if nothing changed.
  int    UpdateVolumes( vtkVolume * );
  int    UpdateColorLookup( vtkVolume * );

  // Description:
  // Impemented in subclass - check is texture size is OK.
  //BTX
  virtual int IsTextureSizeSupported(int vtkNotUsed(size)[3],
                                     int vtkNotUsed(components))
    {
      return 0;
    }
  //ETX
  
private:
  vtkVolumeTextureMapper3D(const vtkVolumeTextureMapper3D&);  // Not implemented.
  void operator=(const vtkVolumeTextureMapper3D&);  // Not implemented.
};


#endif