/usr/include/vtk-6.2/vtkTexture.h is in libvtk6-dev 6.2.0+dfsg1-10build1.
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Program: Visualization Toolkit
Module: vtkTexture.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 vtkTexture - handles properties associated with a texture map
// .SECTION Description
// vtkTexture is an object that handles loading and binding of texture
// maps. It obtains its data from an input image data dataset type.
// Thus you can create visualization pipelines to read, process, and
// construct textures. Note that textures will only work if texture
// coordinates are also defined, and if the rendering system supports
// texture.
//
// Instances of vtkTexture are associated with actors via the actor's
// SetTexture() method. Actors can share texture maps (this is encouraged
// to save memory resources.)
// .SECTION Caveats
// Currently only 2D texture maps are supported, even though the data pipeline
// supports 1,2, and 3D texture coordinates.
//
// Some renderers such as old OpenGL require that the texture map dimensions
// are a power of two in each direction. If a non-power of two texture map is
// used, it is automatically resampled to a power of two in one or more
// directions, at the cost of an expensive computation. If the OpenGL
// implementation is recent enough (OpenGL>=2.0 or
// extension GL_ARB_texture_non_power_of_two exists) there is no such
// restriction and no extra computational cost.
// .SECTION See Also
// vtkActor vtkRenderer vtkOpenGLTexture
#ifndef vtkTexture_h
#define vtkTexture_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkImageAlgorithm.h"
class vtkImageData;
class vtkScalarsToColors;
class vtkRenderer;
class vtkUnsignedCharArray;
class vtkWindow;
class vtkDataArray;
class vtkTransform;
#define VTK_TEXTURE_QUALITY_DEFAULT 0
#define VTK_TEXTURE_QUALITY_16BIT 16
#define VTK_TEXTURE_QUALITY_32BIT 32
class VTKRENDERINGCORE_EXPORT vtkTexture : public vtkImageAlgorithm
{
public:
static vtkTexture* New();
vtkTypeMacro(vtkTexture, vtkImageAlgorithm);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Renders a texture map. It first checks the object's modified time
// to make sure the texture maps Input is valid, then it invokes the
// Load() method.
virtual void Render(vtkRenderer* ren);
// Description:
// Cleans up after the texture rendering to restore the state of the
// graphics context.
virtual void PostRender(vtkRenderer*) {}
// Description:
// Release any graphics resources that are being consumed by this texture.
// The parameter window could be used to determine which graphic
// resources to release.
virtual void ReleaseGraphicsResources(vtkWindow*) {}
// Description:
// Abstract interface to renderer. Each concrete subclass of
// vtkTexture will load its data into graphics system in response
// to this method invocation.
virtual void Load(vtkRenderer*) {}
// Description:
// Turn on/off the repetition of the texture map when the texture
// coords extend beyond the [0,1] range.
vtkGetMacro(Repeat, int);
vtkSetMacro(Repeat, int);
vtkBooleanMacro(Repeat, int);
// Description:
// Turn on/off the clamping of the texture map when the texture
// coords extend beyond the [0,1] range.
// Only used when Repeat is off, and edge clamping is supported by
// the graphics card.
vtkGetMacro(EdgeClamp, int);
vtkSetMacro(EdgeClamp, int);
vtkBooleanMacro(EdgeClamp, int);
// Description:
// Turn on/off linear interpolation of the texture map when rendering.
vtkGetMacro(Interpolate, int);
vtkSetMacro(Interpolate, int);
vtkBooleanMacro(Interpolate, int);
// Description:
// Force texture quality to 16-bit or 32-bit.
// This might not be supported on all machines.
vtkSetMacro(Quality, int);
vtkGetMacro(Quality, int);
void SetQualityToDefault()
{ this->SetQuality(VTK_TEXTURE_QUALITY_DEFAULT); }
void SetQualityTo16Bit()
{ this->SetQuality(VTK_TEXTURE_QUALITY_16BIT); }
void SetQualityTo32Bit()
{ this->SetQuality(VTK_TEXTURE_QUALITY_32BIT); }
// Description:
// Turn on/off the mapping of color scalars through the lookup table.
// The default is Off. If Off, unsigned char scalars will be used
// directly as texture. If On, scalars will be mapped through the
// lookup table to generate 4-component unsigned char scalars.
// This ivar does not affect other scalars like unsigned short, float,
// etc. These scalars are always mapped through lookup tables.
vtkGetMacro(MapColorScalarsThroughLookupTable, int);
vtkSetMacro(MapColorScalarsThroughLookupTable, int);
vtkBooleanMacro(MapColorScalarsThroughLookupTable, int);
//BTX
// Description:
// Get the input as a vtkImageData object. This method is for
// backwards compatibility.
vtkImageData* GetInput();
//ETX
// Description:
// Specify the lookup table to convert scalars if necessary
void SetLookupTable(vtkScalarsToColors *);
vtkGetObjectMacro(LookupTable, vtkScalarsToColors);
// Description:
// Get Mapped Scalars
vtkGetObjectMacro(MappedScalars, vtkUnsignedCharArray);
// Description:
// Map scalar values into color scalars.
unsigned char* MapScalarsToColors(vtkDataArray* scalars);
// Description:
// Set a transform on the texture which allows one to scale,
// rotate and translate the texture.
void SetTransform(vtkTransform *transform);
vtkGetObjectMacro(Transform, vtkTransform);
//BTX
// Description:
// Used to specify how the texture will blend its RGB and Alpha values
// with other textures and the fragment the texture is rendered upon.
enum VTKTextureBlendingMode
{
VTK_TEXTURE_BLENDING_MODE_NONE = 0,
VTK_TEXTURE_BLENDING_MODE_REPLACE,
VTK_TEXTURE_BLENDING_MODE_MODULATE,
VTK_TEXTURE_BLENDING_MODE_ADD,
VTK_TEXTURE_BLENDING_MODE_ADD_SIGNED,
VTK_TEXTURE_BLENDING_MODE_INTERPOLATE,
VTK_TEXTURE_BLENDING_MODE_SUBTRACT
};
//ETX
// Description:
// Used to specify how the texture will blend its RGB and Alpha values
// with other textures and the fragment the texture is rendered upon.
vtkGetMacro(BlendingMode, int);
vtkSetMacro(BlendingMode, int);
// Description:
// Whether the texture colors are premultiplied by alpha.
// Initial value is false.
vtkGetMacro(PremultipliedAlpha, bool);
vtkSetMacro(PremultipliedAlpha, bool);
vtkBooleanMacro(PremultipliedAlpha, bool);
// Description:
// When the texture is forced to be a power of 2, the default behavior is
// for the "new" image's dimensions to be greater than or equal to with
// respects to the original. Setting RestrictPowerOf2ImageSmaller to be
// 1 (or ON) with force the new image's dimensions to be less than or equal
// to with respects to the original.
vtkGetMacro(RestrictPowerOf2ImageSmaller, int);
vtkSetMacro(RestrictPowerOf2ImageSmaller, int);
vtkBooleanMacro(RestrictPowerOf2ImageSmaller, int);
// Description:
// Is this Texture Translucent?
// returns false (0) if the texture is either fully opaque or has
// only fully transparent pixels and fully opaque pixels and the
// Interpolate flag is turn off.
virtual int IsTranslucent();
// Description:
// Return the texture unit used for this texture
virtual int GetTextureUnit() { return 0; }
protected:
vtkTexture();
~vtkTexture();
int Repeat;
int EdgeClamp;
int Interpolate;
int Quality;
int MapColorScalarsThroughLookupTable;
vtkScalarsToColors* LookupTable;
vtkUnsignedCharArray* MappedScalars;
vtkTransform * Transform;
int BlendingMode;
int RestrictPowerOf2ImageSmaller;
// this is to duplicated the previous behavior of SelfCreatedLookUpTable
int SelfAdjustingTableRange;
bool PremultipliedAlpha;
// the result of HasTranslucentPolygonalGeometry is cached
vtkTimeStamp TranslucentComputationTime;
int TranslucentCachedResult;
private:
vtkTexture(const vtkTexture&); // Not implemented.
void operator=(const vtkTexture&); // Not implemented.
};
#endif
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