/usr/include/vtk-6.2/vtkShaderDeviceAdapter2.h is in libvtk6-dev 6.2.0+dfsg1-10build1.
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 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkShaderDeviceAdapter2.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 vtkShaderDeviceAdapter2 - an adapter to pass generic vertex attributes
// to the rendering pipeline.
// .SECTION
// This class is an adapter used to pass generic vertex attributes to the
// rendering pipeline. Since this changes based on the shading language used,
// this class merely defines the API and subclasses provide implementations for
// Cg and GL.
#ifndef vtkShaderDeviceAdapter2_h
#define vtkShaderDeviceAdapter2_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkObject.h"
class vtkShaderProgram2;
class VTKRENDERINGCORE_EXPORT vtkShaderDeviceAdapter2 : public vtkObject
{
public:
vtkTypeMacro(vtkShaderDeviceAdapter2, vtkObject);
virtual void PrintSelf(ostream &os, vtkIndent indent);
// 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.
virtual void SendAttribute(const char* attrname, int components, int type,
const void* attribute,
unsigned long offset = 0) = 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)
{ this->ShaderProgram = program; }
vtkGetObjectMacro(ShaderProgram, vtkShaderProgram2)
// 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() = 0;
protected:
vtkShaderDeviceAdapter2();
~vtkShaderDeviceAdapter2();
vtkShaderProgram2* ShaderProgram;
private:
vtkShaderDeviceAdapter2(const vtkShaderDeviceAdapter2&); // Not implemented
void operator=(const vtkShaderDeviceAdapter2&); // Not implemented
//ETX
};
#endif
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