/usr/include/vtk-7.1/vtkOpenGLVertexArrayObject.h is in libvtk7-dev 7.1.1+dfsg1-2.
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 | /*=========================================================================
Program: Visualization Toolkit
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.
=========================================================================*/
#ifndef vtkOpenGLVertexArrayObject_h
#define vtkOpenGLVertexArrayObject_h
#include "vtkRenderingOpenGL2Module.h" // for export macro
#include "vtkObject.h"
#include <string> // For API.
class vtkShaderProgram;
class vtkOpenGLBufferObject;
/**
* @brief The VertexArrayObject class uses, or emulates, vertex array objects.
* These are extremely useful for setup/tear down of vertex attributes, and can
* offer significant performance benefits when the hardware supports them.
*
* It should be noted that this object is very lightweight, and it assumes the
* objects being used are correctly set up. Even without support for VAOs this
* class caches the array locations, types, etc and avoids repeated look ups. It
* it bound to a single ShaderProgram object.
*/
class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLVertexArrayObject : public vtkObject
{
public:
static vtkOpenGLVertexArrayObject* New();
vtkTypeMacro(vtkOpenGLVertexArrayObject, vtkObject)
void PrintSelf(ostream& os, vtkIndent indent);
void Bind();
void Release();
void ReleaseGraphicsResources();
void ShaderProgramChanged();
bool AddAttributeArray(vtkShaderProgram *program,
vtkOpenGLBufferObject *buffer,
const std::string &name, int offset, size_t stride,
int elementType, int elementTupleSize, bool normalize)
{
return this->AddAttributeArrayWithDivisor(program, buffer, name,
offset,stride,elementType, elementTupleSize, normalize, 0, false);
}
bool AddAttributeArrayWithDivisor(vtkShaderProgram *program,
vtkOpenGLBufferObject *buffer,
const std::string &name, int offset, size_t stride,
int elementType, int elementTupleSize, bool normalize,
int divisor, bool isMatrix);
bool AddAttributeMatrixWithDivisor(vtkShaderProgram *program,
vtkOpenGLBufferObject *buffer,
const std::string &name, int offset, size_t stride,
int elementType, int elementTupleSize, bool normalize,
int divisor);
bool RemoveAttributeArray(const std::string &name);
// Force this VAO to emulate a vertex aray object even if
// the system supports VAOs. This can be useful in cases where
// the vertex array object does not handle all extensions.
void SetForceEmulation(bool val);
protected:
vtkOpenGLVertexArrayObject();
~vtkOpenGLVertexArrayObject();
private:
vtkOpenGLVertexArrayObject(
const vtkOpenGLVertexArrayObject&) VTK_DELETE_FUNCTION;
void operator=(const vtkOpenGLVertexArrayObject&) VTK_DELETE_FUNCTION;
class Private;
Private *Internal;
};
#endif // vtkOpenGLVertexArrayObject_h
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