/usr/share/games/fretsonfire/game/Mesh.py is in fretsonfire-game 1.3.110.dfsg2-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# -*- coding: iso-8859-1 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyöstilä #
# #
# This program is free software; you can redistribute it and/or #
# modify it under the terms of the GNU General Public License #
# as published by the Free Software Foundation; either version 2 #
# of the License, or (at your option) any later version. #
# #
# This program is distributed in the hope that it will be useful, #
# but WITHOUT ANY WARRANTY; without even the implied warranty of #
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the #
# GNU General Public License for more details. #
# #
# You should have received a copy of the GNU General Public License #
# along with this program; if not, write to the Free Software #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, #
# MA 02110-1301, USA. #
#####################################################################
from OpenGL.GL import *
import Collada
class Mesh:
def __init__(self, fileName):
self.doc = Collada.DaeDocument()
self.doc.LoadDocumentFromFile(fileName)
self.geoms = {}
self.fullGeoms = {}
def _unflatten(self, array, stride):
return [tuple(array[i * stride : (i + 1) * stride]) for i in range(len(array) / stride)]
def setupLight(self, light, n, pos):
l = light.techniqueCommon
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0 + n)
glLightfv(GL_LIGHT0 + n, GL_POSITION, (pos[0], pos[1], pos[2], 0.0))
glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, (l.color[0], l.color[1], l.color[2], 0.0))
glLightfv(GL_LIGHT0 + n, GL_AMBIENT, (0.0, 0.0, 0.0, 0.0))
def setupMaterial(self, material):
for m in material.techniqueCommon.iMaterials:
if m.object:
for fx in m.object.iEffects:
if fx.object:
shader = fx.object.profileCommon.technique.shader
if isinstance(shader, Collada.DaeFxShadePhong):
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shader.shininess.float)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, shader.ambient.color.rgba)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, shader.diffuse.color.rgba)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, shader.specular.color.rgba)
def render(self, geomName = None):
if geomName in self.fullGeoms:
glCallList(self.fullGeoms[geomName])
return
# Prepare a new list for all the geometry
if not self.geoms:
for geom in self.doc.geometriesLibrary.items:
self.geoms[geom.name] = glGenLists(1)
glNewList(self.geoms[geom.name], GL_COMPILE)
for prim in geom.data.primitives:
maxOffset = vertexOffset = normalOffset = 0
vertexOffset = None
normalOffset = None
texcoordOffset = None
vertices = None
normals = None
texcoords = None
for input in prim.inputs:
maxOffset = max(maxOffset, input.offset)
if input.semantic == "VERTEX":
vertexOffset = input.offset
vertices = geom.data.FindSource(geom.data.vertices.FindInput("POSITION"))
assert vertices.techniqueCommon.accessor.stride == 3
vertices = self._unflatten(vertices.source.data, vertices.techniqueCommon.accessor.stride)
elif input.semantic == "NORMAL":
normalOffset = input.offset
normals = geom.data.FindSource(input)
normals = self._unflatten(normals.source.data, 3)
elif input.semantic == "TEXCOORD":
texcoordOffset = input.offset
texcoords = geom.data.FindSource(input)
texcoords = self._unflatten(texcoords.source.data, 2)
if normalOffset is None:
normals = geom.data.FindSource(geom.data.vertices.FindInput("NORMAL"))
normals = self._unflatten(normals.source.data, 3)
normalOffset = vertexOffset
def drawElement(indices, offset, array, func):
if offset is not None:
func(*array[indices[offset]])
if hasattr(prim, "polygons"):
for poly in prim.polygons:
glBegin(GL_POLYGON)
for indices in self._unflatten(poly, maxOffset + 1):
drawElement(indices, normalOffset, normals, glNormal3f)
drawElement(indices, texcoordOffset, texcoords, glTexCoord2f)
drawElement(indices, vertexOffset, vertices, glVertex3f)
glEnd()
elif hasattr(prim, "triangles"):
glBegin(GL_TRIANGLES)
for indices in self._unflatten(prim.triangles, maxOffset + 1):
drawElement(indices, normalOffset, normals, glNormal3f)
drawElement(indices, texcoordOffset, texcoords, glTexCoord2f)
drawElement(indices, vertexOffset, vertices, glVertex3f)
glEnd()
glEndList()
# Prepare a new display list for this particular geometry
self.fullGeoms[geomName] = glGenLists(1)
glNewList(self.fullGeoms[geomName], GL_COMPILE)
if self.geoms:
# setup lights
for scene in self.doc.visualScenesLibrary.items:
for node in scene.nodes:
for n, light in enumerate(node.iLights):
if light.object:
# TODO: hierarchical node transformation, other types of lights
pos = [0.0, 0.0, 0.0, 1.0]
for t in node.transforms:
if t[0] == "translate":
pos = t[1]
self.setupLight(light.object, n, pos)
# render geometry
for scene in self.doc.visualScenesLibrary.items:
for node in scene.nodes:
if geomName is not None and node.name != geomName:
continue
for geom in node.iGeometries:
if geom.object:
#for mat in geom.bindMaterials:
# self.setupMaterial(mat)
glPushMatrix()
for t in node.transforms:
if t[0] == "translate":
glTranslatef(*t[1])
elif t[0] == "rotate":
glRotatef(t[1][3], t[1][0], t[1][1], t[1][2])
elif t[0] == "scale":
glScalef(*t[1])
if geom.object.name in self.geoms:
glCallList(self.geoms[geom.object.name])
glPopMatrix()
glDisable(GL_LIGHTING)
for n in range(8):
glDisable(GL_LIGHT0 + n)
glEndList()
# Render the new list
self.render(geomName)
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