/usr/include/vtk-6.3/vtkUniformVariables.h is in libvtk6-dev 6.3.0+dfsg1-5.
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The actual contents of the file can be viewed below.
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Program: Visualization Toolkit
Module: vtkUniformVariables.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 vtkUniformVariables - GLSL uniform variables
// .SECTION Description
// vtkUniformVariables is a list of uniform variables attached to either a
// vtkShader2 object or to a vtkShaderProgram2. Uniform variables on
// a vtkShaderProgram2 override values of uniform variables on a vtkShader2.
// .SECTION See Also
// vtkShader2 vtkShaderProgram2
#ifndef vtkUniformVariables_h
#define vtkUniformVariables_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkObject.h"
class vtkUniformVariablesMap; // internal
class VTKRENDERINGOPENGL_EXPORT vtkUniformVariables : public vtkObject
{
public:
static vtkUniformVariables *New();
vtkTypeMacro(vtkUniformVariables,vtkObject);
void PrintSelf(ostream &os, vtkIndent indent);
// Description:
// Set an integer uniform variable.
// \pre name_exists: name!=0
// \pre value_exists: value!=0
// \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
void SetUniformi(const char *name,
int numberOfComponents,
int *value);
//BTX
template<typename T>
void SetUniformit(const char *name,
int numberOfComponents,
T *value);
template<typename T>
void SetUniformit(const char *name, T value)
{ this->SetUniformit(name, 1, &value); }
//ETX
// Description:
// Set an float uniform variable.
// \pre name_exists: name!=0
// \pre value_exists: value!=0
// \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
void SetUniformf(const char *name,
int numberOfComponents,
float *value);
//BTX
template<typename T>
void SetUniformft(const char *name,
int numberOfComponents,
T *value);
template<typename T>
void SetUniformft(const char *name, T value)
{ this->SetUniformft(name, 1, &value); }
//ETX
// Description:
// Set an array of integer uniform variables.
// The array `value' is of size `numberOfElements'*`numberOfComponents.'.
// \pre name_exists: name!=0
// \pre value_exists: value!=0
// \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
// \pre valid_numberOfElements: numberOfElements>=1
void SetUniformiv(const char *name,
int numberOfComponents,
int numberOfElements,
int *value);
// Description:
// Set an array of float uniform variables.
// The array `value' is of size `numberOfElements'*`numberOfComponents.'.
// \pre name_exists: name!=0
// \pre value_exists: value!=0
// \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
// \pre valid_numberOfElements: numberOfElements>=1
void SetUniformfv(const char *name,
int numberOfComponents,
int numberOfElements,
float *value);
// Description:
// Set a matrix uniform variable.
// \pre name_exists: name!=0
// \pre value_exists: value!=0
// \pre valid_rows: rows>=2 && rows<=4
// \pre valid_columns: columns>=2 && columns<=4
void SetUniformMatrix(const char *name,
int rows,
int columns,
float *value);
// Description:
// Remove uniform `name' from the list.
void RemoveUniform(const char *name);
// Description:
// Remove all uniforms from the list.
void RemoveAllUniforms();
// Description:
// \pre need a valid OpenGL context and a shader program in use.
void Send(const char *name,
int uniformIndex);
// Description:
// Place the internal cursor on the first uniform.
void Start();
// Description:
// Is the iteration done?
bool IsAtEnd();
// Description:
// Name of the uniform at the current cursor position.
// \pre not_done: !this->IsAtEnd()
const char *GetCurrentName();
// Description:
// \pre need a valid OpenGL context and a shader program in use.
// \pre not_done: !this->IsAtEnd()
void SendCurrentUniform(int uniformIndex);
// Description:
// Move the cursor to the next uniform.
// \pre not_done: !this->IsAtEnd()
void Next();
// Description:
// Copy all the variables from `other'. Any existing variable will be
// deleted first.
// \pre other_exists: other!=0
// \pre not_self: other!=this
void DeepCopy(vtkUniformVariables *other);
// Description:
// Copy all the variables from `other'. Any existing variable will be
// overwritten.
// \pre other_exists: other!=0
// \pre not_self: other!=this
void Merge(vtkUniformVariables *other);
protected:
vtkUniformVariables();
virtual ~vtkUniformVariables();
private:
vtkUniformVariables(const vtkUniformVariables&); // Not implemented.
void operator=(const vtkUniformVariables&); // Not implemented.
vtkUniformVariablesMap *Map;
};
//BTX
// ----------------------------------------------------------------------------
template<typename T>
void vtkUniformVariables::SetUniformit(const char *name,
int numberOfComponents,
T *value)
{
int ivalues[4];
for (int i=0; i<numberOfComponents; ++i)
{
ivalues[i] = static_cast<int>(value[i]);
}
this->SetUniformi(name, numberOfComponents, ivalues);
}
// ----------------------------------------------------------------------------
template<typename T>
void vtkUniformVariables::SetUniformft(const char *name,
int numberOfComponents,
T *value)
{
float fvalues[4];
for (int i=0; i<numberOfComponents; ++i)
{
fvalues[i] = static_cast<float>(value[i]);
}
this->SetUniformf(name, numberOfComponents, fvalues);
}
//ETX
#endif
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