/usr/include/paraview/vtkRenderPass.h is in paraview-dev 5.0.1+dfsg1-4.
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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  | /*=========================================================================
  Program:   Visualization Toolkit
  Module:    vtkRenderPass.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 vtkRenderPass - Perform part of the rendering of a vtkRenderer.
// .SECTION Description
// vtkRenderPass is a deferred class with a simple deferred method Render.
// This method performs a rendering pass of the scene described in
// vtkRenderState.
// Subclasses define what really happens during rendering.
//
// Directions to write a subclass of vtkRenderPass:
// It is up to the subclass to decide if it needs to delegate part of its job
// to some other vtkRenderPass objects ("delegates").
// - The subclass has to define ivar to set/get its delegates.
// - The documentation of the subclass has to describe:
//  - what each delegate is supposed to perform
//  - if a delegate is supposed to be used once or multiple times
//  - what it expects to have in the framebuffer before starting (status
// of colorbuffers, depth buffer, stencil buffer)
//  - what it will change in the framebuffer.
// - A pass cannot modify the vtkRenderState where it will perform but
// it can build a new vtkRenderState (it can change the FrameBuffer, change the
// prop array, changed the required prop properties keys (usually adding some
// to a copy of the existing list) but it has to keep the same vtkRenderer
// object), make it current and pass it to its delegate.
// - at the end of the execution of Render, the pass has to ensure the
// current vtkRenderState is the one it has in argument.
// .SECTION See Also
// vtkRenderState vtkRenderer
#ifndef vtkRenderPass_h
#define vtkRenderPass_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkObject.h"
class vtkRenderState;
class vtkWindow;
class vtkRenderer;
class VTKRENDERINGOPENGL_EXPORT vtkRenderPass : public vtkObject
{
 public:
  vtkTypeMacro(vtkRenderPass,vtkObject);
  void PrintSelf(ostream& os, vtkIndent indent);
  //BTX
  // Description:
  // Perform rendering according to a render state \p s.
  // It modifies NumberOfRenderedProps.
  // \pre s_exists: s!=0
  virtual void Render(const vtkRenderState *s)=0;
  //ETX
  // Description:
  // Number of props rendered at the last Render call.
  vtkGetMacro(NumberOfRenderedProps,int);
  // Description:
  // Release graphics resources and ask components to release their own
  // resources. Default implementation is empty.
  // \pre w_exists: w!=0
  virtual void ReleaseGraphicsResources(vtkWindow *w);
 protected:
  // Description:
  // Default constructor. Do nothing.
  vtkRenderPass();
  // Description:
  // Destructor. Do nothing.
  virtual ~vtkRenderPass();
  // Description:
  // Call UpdateCamera() on Renderer. This ugly mechanism gives access to
  // a protected method of Renderer to subclasses of vtkRenderPass.
  // \pre renderer_exists: renderer!=0
  void UpdateCamera(vtkRenderer *renderer);
  // Description:
  // Call ClearLights() on Renderer. See note about UpdateCamera().
  // \pre renderer_exists: renderer!=0
  void ClearLights(vtkRenderer *renderer);
  // Description:
  // Call UpdateLightGeometry() on Renderer. See note about UpdateCamera().
  // \pre renderer_exists: renderer!=0
  void UpdateLightGeometry(vtkRenderer *renderer);
  // Description:
  // Call UpdateLights() on Renderer. See note about UpdateCamera().
  // \pre renderer_exists: renderer!=0
  void UpdateLights(vtkRenderer *renderer);
  // Description:
  // Call UpdateGeometry() on Renderer. See note about UpdateCamera().
  // \pre renderer_exists: renderer!=0
  void UpdateGeometry(vtkRenderer *renderer);
  // Description:
  // Modify protected member LastRenderingUsedDepthPeeling on Renderer.
  // See note about UpdateCamera().
  // \pre renderer_exists: renderer!=0
  void SetLastRenderingUsedDepthPeeling(vtkRenderer *renderer,
                                        bool value);
  int NumberOfRenderedProps;
 private:
  vtkRenderPass(const vtkRenderPass&);  // Not implemented.
  void operator=(const vtkRenderPass&);  // Not implemented.
};
#endif
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