/usr/include/vtk-5.10/vtkRenderPass.h is in libvtk5-dev 5.10.1+dfsg-2.1build1.
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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 | /*=========================================================================
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 "vtkObject.h"
class vtkRenderState;
class vtkWindow;
class vtkRenderer;
class VTK_RENDERING_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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