/usr/include/vtk-7.1/vtkShaderDeviceAdapter2.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 | /*=========================================================================
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.
=========================================================================*/
/**
* @class vtkShaderDeviceAdapter2
* @brief 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);
/**
* 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;
/**
* 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&) VTK_DELETE_FUNCTION;
void operator=(const vtkShaderDeviceAdapter2&) VTK_DELETE_FUNCTION;
};
#endif
|