This file is indexed.

/usr/include/vtk-6.3/vtkLineIntegralConvolution2D.h is in libvtk6-dev 6.3.0+dfsg1-5.

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
 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
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkLineIntegralConvolution2D.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 vtkLineIntegralConvolution2D - GPU-based implementation of Line
//  Integral Convolution (LIC)
//
// .SECTION Description
//  This class resorts to GLSL to implement GPU-based Line Integral Convolution
//  (LIC) for visualizing a 2D vector field that may be obtained by projecting
//  an original 3D vector field onto a surface (such that the resulting 2D
//  vector at each grid point on the surface is tangential to the local normal,
//  as done in vtkSurfaceLICPainter).
//
//  As an image-based technique, 2D LIC works by (1) integrating a bidirectional
//  streamline from the center of each pixel (of the LIC output image), (2)
//  locating the pixels along / hit by this streamline as the correlated pixels
//  of the starting pixel (seed point / pixel), (3) indexing a (usually white)
//  noise texture (another input to LIC, in addition to the 2D vector field,
//  usually with the same size as that of the 2D vetor field) to determine the
//  values (colors) of these pixels (the starting and the correlated pixels),
//  typically through bi-linear interpolation, and (4) performing convolution
//  (weighted averaging) on these values, by adopting a low-pass filter (such
//  as box, ramp, and Hanning kernels), to obtain the result value (color) that
//  is then assigned to the seed pixel.
//
//  The GLSL-based GPU implementation herein maps the aforementioned pipeline to
//  fragment shaders and a box kernel is employed. Both the white noise and the
//  vector field are provided to the GPU as texture objects (supported by the
//  multi-texturing capability). In addition, there are four texture objects
//  (color buffers) allocated to constitute two pairs that work in a ping-pong
//  fashion, with one as the read buffers and the other as the write / render
//  targets. Maintained by a frame buffer object (GL_EXT_framebuffer_object),
//  each pair employs one buffer to store the current (dynamically updated)
//  position (by means of the texture coordinate that keeps being warped by the
//  underlying vector) of the (virtual) particle initially released from each
//  fragment while using the bother buffer to store the current (dynamically
//  updated too) accumulated texture value that each seed fragment (before the
//  'mesh' is warped) collects. Given NumberOfSteps integration steps in each
//  direction, there are a total of (2 * NumberOfSteps + 1) fragments (including
//  the seed fragment) are convolved and each contributes 1 / (2 * NumberOfSteps
//  + 1) of the associated texture value to fulfill the box filter.
//
//  One pass of LIC (basic LIC) tends to produce low-contrast / blurred images and
//  vtkLineIntegralConvolution2D provides an option for creating enhanced LIC
//  images. Enhanced LIC improves image quality by increasing inter-streamline
//  contrast while suppressing artifacts. It performs two passes of LIC, with a
//  3x3 Laplacian high-pass filter in between that processes the output of pass
//  #1 LIC and forwards the result as the input 'noise' to pass #2 LIC.
//
//  vtkLineIntegralConvolution2D applies masking to zero-vector fragments so
//  that un-filtered white noise areas are made totally transparent by class
//  vtkSurfaceLICPainter to show the underlying geometry surface.
//
//  The convolution process tends to decrease both contrast and dynamic range,
//  sometimes leading to dull dark images. In order to counteract this, optional
//  contrast ehnancement stages have been added. These increase the dynamic range and
//  contrast and sharpen streaking patterns that emerge from the LIC process.
//
//  Under some circumstances, typically depending on the contrast and dynamic
//  range and graininess of the noise texture, jagged or pixelated patterns emerge
//  in the LIC. These can be reduced by enabling the optional anti-aliasing pass.
//
//  The internal pipeline is as follows, with optional stages denoted by ()
//  nested optional stages depend on their parent stage.
//  <pre>
//   noise texture
//           |
//           [ LIC ((CE) HPF LIC) (AA) (CE) ]
//           |                              |
//  vector field                       LIC'd image
// </pre>
//  where LIC is the LIC stage, HPF is the high-pass filter stage, CE is the
//  contrast ehnacement stage, and AA is the antialias stage.
//
// .SECTION See Also
//  vtkSurfaceLICPainter vtkImageDataLIC2D vtkStructuredGridLIC2D

#ifndef vtkLineIntegralConvolution2D_h
#define vtkLineIntegralConvolution2D_h

#include "vtkObject.h"
#include "vtkWeakPointer.h" // for ren context
#include "vtkRenderingLICModule.h" // for export macro
#include <deque> // for deque

class vtkRenderWindow;
class vtkTextureObject;
class vtkPixelExtent;
class vtkShaderProgram2;
class vtkFrameBufferObject2;
class vtkPainterCommunicator;

class VTKRENDERINGLIC_EXPORT vtkLineIntegralConvolution2D : public vtkObject
{
public:
  static vtkLineIntegralConvolution2D *New();
  vtkTypeMacro(vtkLineIntegralConvolution2D, vtkObject);
  void PrintSelf(ostream & os, vtkIndent indent);

  // Description:
  // Returns if the context supports the required extensions.
  static bool IsSupported(vtkRenderWindow * renWin);

  // Description:
  // Set/Get the rendering context. A reference is not explicity held,
  // thus refernce to the context must be held externally.
  void SetContext(vtkRenderWindow *context);
  vtkRenderWindow *GetContext();

  // Description:
  // EnhancedLIC mean compute the LIC twice with the second pass using
  // the edge-enhanced result of the first pass as a noise texture. Edge
  // enhancedment is made by a simple Laplace convolution.
  vtkSetClampMacro(EnhancedLIC, int, 0, 1);
  vtkGetMacro(EnhancedLIC, int);
  vtkBooleanMacro(EnhancedLIC, int);

  // Description:
  // Enable/Disable contrast and dynamic range correction stages. Stage 1 is applied
  // on the input to the high-pass filter when the high-pass filter is enabled and
  // skipped otherwise. Stage 2, when enabled is the final stage in the internal
  // pipeline. Both stages are implemented by a histogram stretching of the gray scale
  // colors in the LIC'd image as follows:
  //
  //     c = (c-m)/(M-m)
  //
  // where, c is the fragment color, m is the color value to map to 0, M is the
  // color value to map to 1. The default values of m and M are the min and max
  // over all fragments.
  //
  // This increase the dynamic range and contrast in the LIC'd image, both of which
  //  are natuarly attenuated by the LI conovlution proccess.
  //
  //  ENHANCE_CONTRAST_OFF  -- don't enhance contrast
  //  ENHANCE_CONTRAST_ON   -- enhance high-pass input and final stage output
  //
  // This feature is disabled by default.
  enum {
    ENHANCE_CONTRAST_OFF=0,
    ENHANCE_CONTRAST_ON=1};
  vtkSetClampMacro(EnhanceContrast, int, 0, 2);
  vtkGetMacro(EnhanceContrast, int);
  vtkBooleanMacro(EnhanceContrast, int);

  // Description:
  // This feature is used to fine tune the contrast enhancement. Values are provided
  // indicating the fraction of the range to adjust m and M by during contrast enahncement
  // histogram stretching.  M and m are the intensity/lightness values that map to 1 and 0.
  // (see EnhanceContrast for an explanation of the mapping procedure). m and M are computed
  // using the factors as follows:
  //
  //     m = min(C) - mFactor * (max(C) - min(C))
  //     M = max(C) - MFactor * (max(C) - min(C))
  //
  // the default values for mFactor and MFactor are 0 which result in
  // m = min(C), M = max(C), where C is all of the colors in the image. Adjusting
  // mFactor and MFactor above zero provide a means to control the saturation of
  // normalization. These settings only affect the final normalization, the
  // normalization that occurs on the input to the high-pass filter always uses
  // the min and max.
  vtkSetClampMacro(LowContrastEnhancementFactor, double, 0.0, 1.0);
  vtkGetMacro(LowContrastEnhancementFactor, double);
  vtkSetClampMacro(HighContrastEnhancementFactor, double, 0.0, 1.0);
  vtkGetMacro(HighContrastEnhancementFactor, double);

  // Description:
  // Enable/Disable the anti-aliasing pass. This optional pass (disabled by
  // default) can be enabled to reduce jagged patterns in the final LIC image.
  // Values greater than 0 control the number of iterations, one is typically
  // sufficient.
  vtkSetClampMacro(AntiAlias, int, 0, VTK_INT_MAX);
  vtkGetMacro(AntiAlias, int);
  vtkBooleanMacro(AntiAlias, int);

  // Description:
  // Number of streamline integration steps (initial value is 1).
  // In term of visual quality, the greater (within some range) the better.
  vtkSetClampMacro(NumberOfSteps, int, 0, VTK_INT_MAX);
  vtkGetMacro(NumberOfSteps, int);

  // Description:
  // Get/Set the streamline integration step size (0.01 by default). This is
  // the length of each step in normalized image space i.e. in range [0, FLOAT_MAX].
  // In term of visual quality, the smaller the better. The type for the
  // interface is double as VTK interface is, but GPU only supports float.
  // Thus it will be converted to float in the execution of the algorithm.
  vtkSetClampMacro(StepSize, double, 0.0, VTK_FLOAT_MAX);
  vtkGetMacro(StepSize, double);

  // Description:
  // If VectorField has >= 3 components, we must choose which 2 components
  // form the (X, Y) components for the vector field. Must be in the range
  // [0, 3].
  void SetComponentIds(int c0, int c1);
  void SetComponentIds(int c[2]){ this->SetComponentIds(c[0], c[1]); }
  vtkGetVector2Macro(ComponentIds, int);

  // Description:
  // Set the max noise value for use during LIC integration normalization.
  // The integration normalization factor is the max noise value times the
  // number of steps taken. The default value is 1.
  vtkSetClampMacro(MaxNoiseValue, double, 0.0, 1.0);
  vtkGetMacro(MaxNoiseValue, double);

  // Description:
  // This class performs LIC in the normalized image space. Hence, by default
  // it transforms the input vectors to the normalized image space (using the
  // GridSpacings and input vector field dimensions). Set this to 0 to disable
  // tranformation if the vectors are already transformed.
  void SetTransformVectors(int val);
  vtkGetMacro(TransformVectors, int);

  // Description:
  // Set/Get the spacing in each dimension of the plane on which the vector
  // field is defined. This class performs LIC in the normalized image space
  // and hence generally it needs to transform the input vector field (given
  // in physical space) to the normalized image space. The Spacing is needed
  // to determine the transform. Default is (1.0, 1.0). It is possible to
  // disable vector transformation by setting TransformVectors to 0.
  //vtkSetVector2Macro(GridSpacings, double);
  //vtkGetVector2Macro(GridSpacings, double);

  // Description:
  // Normalize vectors during integration. When set(the default) the input vector field
  // is normalized during integration, and each integration occurs over the same arclength.
  // When not set each integration occurs over an arc length proportional to the field
  // magnitude as is customary in traditional numerical methods. See, "Imaging Vector
  // Fields Using Line Integral Convolution" for an axample where normalization is used.
  // See, "Image Space Based Visualization of Unsteady Flow on Surfaces" for an example
  // of where no normalization is used.
  void SetNormalizeVectors(int val);
  vtkGetMacro(NormalizeVectors, int);

  // Description:
  // The MaskThreshold controls blanking of the LIC texture. For fragments with
  // |V|<threhold the LIC fragment is not rendered. The default value is 0.0.
  //
  // For surface LIC MaskThreshold units are in the original vector space. For image LIC
  // be aware that while the vector field is transformed to image space while the mask
  // threshold is not. Therefore the mask threshold must be specified in image space
  // units.
  vtkSetClampMacro(MaskThreshold, double, -1.0, VTK_FLOAT_MAX);
  vtkGetMacro(MaskThreshold, double);


  // Description:
  // Compute the lic on the entire vector field texture.
  vtkTextureObject *Execute(
        vtkTextureObject *vectorTex,
        vtkTextureObject *noiseTex);

  // Description:
  // Compute the lic on the indicated subset of the vector field
  // texture.
  vtkTextureObject *Execute(
        const int extent[4],
        vtkTextureObject *vectorTex,
        vtkTextureObject *noiseTex);

  //BTX
  // Description:
  // Compute LIC over the desired subset of the input texture. The
  // result is copied into the desired subset of the provided output
  // texture.
  //
  // inputTexExtent  : screen space extent of the input texture
  // vectorExtent    : part of the inpute extent that has valid vectors
  // licExtent       : part of the inpute extent to compute on
  // outputTexExtent : screen space extent of the output texture
  // outputExtent    : part of the output texture to store the result
  //
  vtkTextureObject *Execute(
        const vtkPixelExtent &inputTexExtent,
        const std::deque<vtkPixelExtent> &vectorExtent,
        const std::deque<vtkPixelExtent> &licExtent,
        vtkTextureObject *vectorTex,
        vtkTextureObject *maskVectorTex,
        vtkTextureObject *noiseTex);
  //ETX

  // Description:
  // Convenience functions to ensure that the input textures are
  // configured correctly.
  static
  void SetVectorTexParameters(vtkTextureObject *vectors);

  static
  void SetNoiseTexParameters(vtkTextureObject *noise);

  //BTX
  // Description:
  // Set the communicator to use during parallel operation
  // The communicator will not be duplicated or reference
  // counted for performance reasons thus caller should
  // hold/manage reference to the communicator during use
  // of the LIC object.
  virtual void SetCommunicator(vtkPainterCommunicator *){}
  virtual vtkPainterCommunicator *GetCommunicator();

  // Description:
  // For parallel operation, find global min/max
  // min/max are in/out.
  virtual void GetGlobalMinMax(
        vtkPainterCommunicator*,
        float&,
        float&) {}
  //ETX

  // Description:
  // Methods used for parallel benchmarks. Use cmake to define
  // vtkLineIntegralConviolution2DTIME to enable benchmarks.
  // During each update timing information is stored, it can
  // be written to disk by calling WriteLog.
  virtual void WriteTimerLog(const char *){}

protected:
  vtkLineIntegralConvolution2D();
  virtual ~vtkLineIntegralConvolution2D();

  void SetVTShader(vtkShaderProgram2 *prog);
  void SetLIC0Shader(vtkShaderProgram2 *prog);
  void SetLICIShader(vtkShaderProgram2 *prog);
  void SetLICNShader(vtkShaderProgram2 *prog);
  void SetEEShader(vtkShaderProgram2 *prog);
  void SetCEShader(vtkShaderProgram2 *prog);
  void SetAAHShader(vtkShaderProgram2 *prog);
  void SetAAVShader(vtkShaderProgram2 *prog);

  void BuildShaders();

  void RenderQuad(
        float computeBounds[4],
        vtkPixelExtent computeExtent);

  vtkTextureObject *AllocateBuffer(unsigned int texSize[2]);

  // Description:
  // Convenience functions to ensure that the input textures are
  // configured correctly.
  void SetNoise2TexParameters(vtkTextureObject *noise);

  // Description:
  // Methods used for parallel benchmarks. Use cmake to define
  // vtkSurfaceLICPainterTIME to enable benchmarks. During each
  // update timing information is stored, it can be written to
  // disk by calling WriteLog (defined in vtkSurfaceLICPainter).
  virtual void StartTimerEvent(const char *){}
  virtual void EndTimerEvent(const char *){}

protected:
  vtkPainterCommunicator *Comm;

  vtkWeakPointer<vtkRenderWindow> Context;
  vtkFrameBufferObject2 *FBO;

  int ShadersNeedBuild;
  vtkShaderProgram2 *VTShader;
  vtkShaderProgram2 *LIC0Shader;
  vtkShaderProgram2 *LICIShader;
  vtkShaderProgram2 *LICNShader;
  vtkShaderProgram2 *EEShader;
  vtkShaderProgram2 *CEShader;
  vtkShaderProgram2 *AAHShader;
  vtkShaderProgram2 *AAVShader;

  int     NumberOfSteps;
  double  StepSize;
  int     EnhancedLIC;
  int     EnhanceContrast;
  double  LowContrastEnhancementFactor;
  double  HighContrastEnhancementFactor;
  int     AntiAlias;
  int     NoiseTextureLookupCompatibilityMode;
  double  MaskThreshold;
  int     TransformVectors;
  int     NormalizeVectors;
  int     ComponentIds[2];
  double  MaxNoiseValue;

private:
  vtkLineIntegralConvolution2D(const vtkLineIntegralConvolution2D &); // Not implemented.
  void operator = (const vtkLineIntegralConvolution2D &);             // Not implemented.
};

#endif