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/usr/share/pyshared/visual/materials.py is in python-visual 1:5.12-1.6build1.

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"""
VPython material tools and definitions

Stable Interfaces:
    materials.unshaded
    materials.diffuse
    materials.plastic
    materials.rough
    materials.wood
    materials.marble
    materials.earth
        Individual named materials.  The exact look of these might change in
        future versions of Visual, but the names should continue to work.

    materials.texture( data, channels=None, mipmap=True,
                       interpolate=True, name="texture" )
        Create a material by "extruding"/projecting a 2D image.
        See VPython documentation for more details.

    materials.loadTGA(file)
    materials.saveTGA(file,data)
        Load and save uncompressed TGA files; typically used to supply the data
        parameter to texture().  file may be a filename or file object.

Unstable interfaces:
    materials.shader( name, shader, version, textures=(), translucent=False )
        This is the low level interface for constructing a material based on
        a GLSL shader program.
        
        It is not fully documented because it is subject to change in future
        versions.  In particular, it is likely that some or all programs using
        materials.shader() directly will require modification to run in future
        versions of Visual.

        If you come up with really nice new materials, be sure to post them
        to visualpython-users@sf.net, so that they can be considered for
        incorporation in new versions of Visual.  As well as benefitting other
        users, this will remove from you the burden of updating your shader for
        new versions.

        If you want to learn how to write shaders, look at some of the examples
        below (such as "wood"), and consult the GLSL reference specification
        which is available online.

        To minimize the likelihood that you will have to rewrite your shaders
        for future architectural changes in Visual, avoid accessing the
        built in gl_* variables defined in that specification; instead use
        only normal, position, mat_pos, object_color, and object_opacity as
        inputs and write your output shaded material color to material_color
        and material_opacity.  Many of these are currently simple macros
        expanding to gl_* variables, but in the future their definitions may
        change.  Use lightAt() instead of the light_* uniforms if possible.

    materials.raw_texture( data, interpolate, mipmap )
    materials.tx_turb3
    materials.tx_wood
        raw 2D textures useful only for filling in the textures parameter of
        materials.shader().

"""

import cvisual
from numpy import array, reshape, fromstring, ubyte, ndarray, zeros, asarray
import os.path, math

class raw_texture(cvisual.texture):
    def __init__(self, **kwargs):
        cvisual.texture.__init__(self)
        for key, value in kwargs.iteritems():
            self.__setattr__(key, value)

class shader_material(cvisual.material):
    def __init__(self, **kwargs):
        cvisual.material.__init__(self)
        for key, value in kwargs.iteritems():
            self.__setattr__(key, value)
    
Lheader = 18 # length of header in targa file

def convert_data(data):
    data = asarray(data)
    if data.dtype != ubyte:
        data = array( 255*data, ubyte )
    if len(data.shape) == 2:
        data = reshape( data, data.shape + (1,) )
    return data

def saveTGA(fileid, data):
    data = convert_data(data)
    dims = data.shape
    height = dims[0]
    width = dims[1]
    bytes = dims[2]
    length = width*height*bytes
    attributes = 32 # byte 17; start in upper left
    targa_type = 2 # rgb or rgbo
    if data.dtype.kind == 'u':
        databytes = data.flatten()
    else:
        databytes = 255*data.flatten()
    if bytes == 1:
        targa_type = 3 # 1 byte per pixel (luminance by default, or opacity)
    elif bytes == 2: # luminance+opacity
        targa_type = 3 # luminance + opacity (not in the targa spec)
        attributes += 8 # signal presence of 8 bits of opacity
    elif 3 <= bytes <= 4: # rgb
        if bytes == 4:
            attributes += 8 # signal presence of 8 bits of opacity
        red = databytes[0::bytes].copy() # make copy; must reverse byte order rgb -> bgr
        databytes[0::bytes] =databytes[2::bytes] # blue
        databytes[2::bytes] = red
    else:
        raise ValueError("Must have 1, 3, or 4 values per pixel, not %d." % bytes)
    output = zeros(Lheader+length, ubyte)
    output[:Lheader] = [0,0,targa_type,0,0,0,0,0,0,0,0,0,
              width & 255,width>>8,height & 255,height>>8,8*bytes,attributes]
    output[Lheader:] = databytes
    if isinstance(fileid, str):
        if fileid[-4:] != ".tga":
            fileid += ".tga"
        fileid = open(fileid, "wb")
    fileid.write(output)
    fileid.close()
    
def loadTGA(fileid):
    if isinstance(fileid, str):
        if fileid[-4:] != ".tga":
            fileid += ".tga"
        fileid = open(fileid, "rb")
    data = fromstring( fileid.read(), ubyte )
    width = data[12]+256*data[13]
    height = data[14]+256*data[15]
    bytes = data[16] >> 3
    image = data[Lheader:Lheader+width*height*bytes]
    if 1 <= bytes <= 2:
        image = image.reshape((height,width,bytes))
    elif 3 <= bytes <= 4:
        red = image[0::bytes].copy() # make copy; must reverse byte order bgr -> rgb
        image[0::bytes] = image[2::bytes] # blue
        image[2::bytes] = red
        image = image.reshape((height,width,bytes))
    else:
        raise IOError("%s is not a valid targa file." % filename)
    # Photoshop "save as targa" starts the data in lower left; last byte in header is zero.
    # Visual and POV-Ray start data in upper left; last header byte is nonzero.
    if data[Lheader-1] == 0:
        image = image[::-1]
    return image

texturePath = os.path.split( __file__ )[0] + "/"
data = loadTGA(texturePath+"turbulence3") # the targa file is 512*512*3
tx_turb3 = raw_texture( data=reshape(data,(64,64,64,3)), interpolate=True, mipmap=False )
tx_wood = raw_texture( data=loadTGA(texturePath+"wood"), interpolate=True)

def get_default_channels(data):
    dims = data.shape
    bytes = dims[2]
    if bytes == 1:
        channels = ("luminance",) # default; else must specify opacity explicitly
    elif bytes == 2:
        channels = ("luminance","opacity")
    elif bytes == 3:
        channels = ("red","green","blue")
    elif bytes == 4:
        channels = ("red","green","blue","opacity")
    else:
        raise ValueError("Must have 1, 3, or 4 values per pixel, not %d." % bytes)
    return channels

def texture(data, channels=None, 
            mapping="rectangular", mipmap=True, interpolate=True, name="texture"):

    data = convert_data(data)
        
    if channels is None:
        channels = get_default_channels(data)
    if len(channels) != data.shape[2]:
        raise ValueError( "Channel combination does not match number of values per pixel in data." )
    channel_code = { ("luminance",) : "luminance",
                     ("opacity",) : "opacity",
                     ("luminance","opacity") : "luminance_opacity",
                     ("red","green","blue") : "rgb",
                     ("red","green","blue","opacity") : "rgbo"
                   }.get( tuple(channels), None )
    if not channel_code:
        raise ValueError( "Unsupported channel combination: " + repr(channels) )

    raw_tx = raw_texture( data = data,
                          type = channel_code,
                          mipmap = mipmap,
                          interpolate = interpolate,
                          clamp = (mapping in ("rectangular","sign")) )  #< TODO: clamp y for spherical

    p2x,p2y = 1.,1.
    while p2x < data.shape[1]: p2x *= 2
    while p2y < data.shape[0]: p2y *= 2

    if interpolate:
        # We want non-wrapping axes to end at pixel centers, not pixel edges
        cax,cay = (-0.5/p2x, -0.5/p2y )
    else:
        # Trim just enough off the edges to avoid broken wrapping
        cax,cay = (-0.01/p2x,-0.01/p2y)

    # Adjustment for interpolation, rectangular, and non-power-of-two textures
    m = max( data.shape[1], data.shape[0] )
    adjust = ( (data.shape[1]+m)/2./p2x + cax, (data.shape[0]+m)/2./p2y + cay,
               -2*cax-m/p2x,-2*cay-m/p2y,
               -cax, -cay,
               data.shape[1]/p2x + cax, data.shape[0]/p2y + cay )

    # TODO: Creating shaders here is inefficient if there are lots of textures.
    # What we want is multiple materials sharing one shader program, with uniforms, but that's not
    #   supported by the core at the moment.
    if mapping == "rectangular":
        return shader(
            name = name,
            version = 5.00, 
            textures = [ raw_tx ],
            translucent = "opacity" in channels,
            shader = """
                [fragment]
                uniform sampler2D tex0;
                
                void material_main(void) {
                    vec4 C = texture2D( tex0, clamp(vec2(%f,%f) + vec2(%f,%f)*mat_pos.zy, vec2(%f,%f), vec2(%f,%f)) );

                    material_color = lightAt( normalize(normal), normalize(-position),
                                                C.rgb*object_color,
                                                vec3(0.,0.,0.),
                                                0. );
                    material_opacity = C.a * object_opacity;
                }""" % adjust)
    elif mapping == "spherical":
        if p2x != data.shape[1] or p2y != data.shape[0]:
            raise ValueError("spherical textures must currently be 2**N x 2**M.")
        raw_tx.mipmap = False
        return shader(
            name = name,
            version = 5.00, 
            textures = [ raw_tx ],
            translucent = "opacity" in channels,
            shader = """
                [fragment]
                uniform sampler2D tex0;
                
                void material_main(void) {
                    vec2 tp = vec2( atan( mat_pos.x-0.5, mat_pos.z-0.5 ) * (0.5 / 3.14159) + 0.5,
                                    0.5 + atan( (mat_pos.y-0.5) / length( mat_pos.xz - 0.5 ) ) * %f );

                    vec4 C = texture2D( tex0, tp );

                    material_color = lightAt( normalize(normal), normalize(-position),
                                                C.rgb*object_color,
                                                vec3(0.,0.,0.),
                                                0. );
                    material_opacity = C.a * object_opacity;
                }""" % (1.0 / math.pi * (-2*cay-data.shape[0]/p2y)))
    elif mapping == "sign":
        return shader(
            name = name,
            version = 5.00, 
            textures = [ raw_tx ],
            translucent = False,
            shader = """
                [varying]
                varying float front_face;
                [vertex]
                void main(void) {
                    basic();
                    if (gl_Normal.x > .001) front_face = 1.0;
                    else front_face = 0.0;
                }
                [fragment]
                uniform sampler2D tex0;                
                void material_main(void) {
                    vec4 C;
                    if ( front_face > 0.5 ) {
                        C = texture2D( tex0, clamp(vec2(%f,%f) + vec2(%f,%f)*mat_pos.zy, vec2(%f,%f), vec2(%f,%f)) );
                        // Texture is decaled over opaque color
                        C.rgb = mix( object_color, C.rgb, C.a );
                        C.a = object_opacity;
                    } else
                        C = gl_Color;

                    material_color = lightAt( normalize(normal), normalize(-position),
                                                C.rgb,
                                                vec3(0.,0.,0.),
                                                0. );
                    material_opacity = C.a;
                }""" % adjust)
    else:
        raise ValueError( "Unknown mapping type: " + str(mapping) )

library = """
[vertex]
    uniform mat4 model_material;  // object space -> material position

    void basic(void)
    {
        position = vec3(gl_ModelViewMatrix * gl_Vertex);
        normal = normalize(gl_NormalMatrix * gl_Normal);
        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
        gl_FrontColor = gl_Color;
        mat_pos = vec3( model_material * gl_Vertex );
    }

[varying]
    #version 110
    // These are available to fragment shaders and must be set by vertex shaders.
    
    varying vec3 normal;          // eye space surface normal
    varying vec3 position;        // eye space surface position
    varying vec3 mat_pos;         // surface material position in [0,1]^3

    #define VPYTHON_SHADER_VERSION 400

[fragment]
    // Available inputs (see also the varying section)
    
    #define object_color gl_Color.rgb // the .color attribute of the object being rendered
    #define object_opacity gl_Color.a // the .opacity attribute of the object being rendered
    uniform int light_count;
    uniform vec4 light_pos[8];
    uniform vec4 light_color[8];

    // Outputs of a material_main() function

    #define material_color gl_FragColor.rgb
    #define material_opacity gl_FragColor.a

    // Return lit surface color based on the given surface properties and the lights
    //   specified by the light_* uniforms.
    vec3 lightAt( vec3 normal, vec3 to_eye, vec3 diffuse_color, vec3 specular_color, float shininess )
    {    
        vec3 color = gl_LightModel.ambient.rgb * diffuse_color;

        // All this ugliness is to deal with the need of Geforce 7xxx (and probably similar generation
        // ATI cards) to unroll loops at compile time.  If you are trying to understand this code, look
        // at just the else case.
        int count = light_count;
        if (count <= 2) {
            for(int i=0; i<2; i++) {
                if (i<count) {
                    vec3 L = normalize( light_pos[i].xyz - position*light_pos[i].w );
                    color += (light_color[i].rgb * max(dot(normal,L), 0.0))*diffuse_color;
                    if (shininess != 0.0) {
                        vec3 R = -reflect(L,normal);
                        color += specular_color * light_color[i].rgb * pow(max(dot(R,to_eye),0.0),shininess);
                    }
                }
            }
        } else if (count <= 4) {
            for(int i=0; i<4; i++) {
                if (i<count) {
                    vec3 L = normalize( light_pos[i].xyz - position*light_pos[i].w );
                    color += (light_color[i].rgb * max(dot(normal,L), 0.0))*diffuse_color;
                    if (shininess != 0.0) {
                        vec3 R = -reflect(L,normal);
                        color += specular_color * light_color[i].rgb * pow(max(dot(R,to_eye),0.0),shininess);
                    }
                }
            }
        } else {
            for(int i=0; i<8; i++) {
                if (i<count) {
                    vec3 L = normalize( light_pos[i].xyz - position*light_pos[i].w );
                    color += (light_color[i].rgb * max(dot(normal,L), 0.0))*diffuse_color;
                    if (shininess != 0.0) {
                        vec3 R = -reflect(L,normal);
                        color += specular_color * light_color[i].rgb * pow(max(dot(R,to_eye),0.0),shininess);
                    }
                }
            }
        }
            
        return color;
    }

    vec3 noise3D( sampler3D tex, vec3 mat_pos, const float second_octave_scale ) {
        const float octave = 8.;
        return texture3D( tex, mat_pos).rgb + texture3D( tex, mat_pos*octave ).rgb * (second_octave_scale / octave);
    }

    // Eventually there will probably be an "outer" main function which will call material_main
    #define material_main main
"""

def shader( name, shader, version, library = library, **kwargs ):
    if isinstance(version, tuple): min_version, max_version = version
    else: min_version, max_version = version, version
    if max_version < 5.00 or min_version >= 5.10:
        raise ValueError( "shader version " + str(version) + " not supported." )
    if shader.find("[vertex]") < 0 and library:
        shader += """
            [vertex]
            void main() {
                basic();
            }"""
    shader = library + "\n".join( [l.strip() for l in shader.split("\n")] )
    return shader_material( name=name, shader=shader, **kwargs )

materials = [
    shader( name = "unshaded", version = (1.00,5.00), library = "", shader = """
[vertex]
        void main() {
            gl_Position = ftransform();
            gl_FrontColor = gl_Color;
        }
[fragment]
        void main() {
            gl_FragColor = gl_Color;
        }"""),
    shader( name = "emissive", version=5.00, shader = """
    [fragment]
    void material_main() {
        float d = dot(normalize(-position), normal);
        d = pow(d * 1.5,.4) * 1.1;
        if (d > 1.0) d = 1.0;
        material_color = object_color * d;
        material_opacity = object_opacity;
    }"""),
    shader( name = "diffuse", version = 5.00, shader = """
        [fragment]
        void material_main() {
            material_color = lightAt( normalize(normal), normalize(-position), object_color, vec3(0,0,0), 0.0 );
            material_opacity = object_opacity;
        }"""),
    shader( name = "plastic", version = 5.00, shader = """
        [fragment]
        void material_main() {
            material_color = lightAt( normalize(normal), normalize(-position), object_color, vec3(.8,.8,.8), 64.0 );
            material_opacity = object_opacity;
        }
        """),
    shader( name = "rough", version = 5.00, textures = [ tx_turb3 ], shader = """
        [fragment]
        uniform sampler3D tex0;

        void material_main() {
            // Displace the surface normal using a 3D noise function
            vec3 N2 = normal + noise3D(tex0, mat_pos, 1.0) * .4;

            // Compute lighting based on the displaced normal
            material_color = lightAt( normalize(N2), normalize(-position),
                                        object_color,
                                        vec3(.5,.5,.5),
                                        16. )
                                // TODO hack to reduce ambient
                                - object_color * gl_LightModel.ambient.rgb * .7;

            material_opacity = object_opacity;
        }
        """),
    shader( name = "wood", version = 5.00, textures = [tx_wood, tx_turb3], shader = """
        [fragment]
        uniform sampler2D tex0;  // wood cross-section
        uniform sampler3D tex1;  // 3D turbulence

        void material_main() {
            // Compute a position in the 2D cross section texture
            vec2 wood_pos = -.85 * mat_pos.zy +    //< simple rectangular mapping
                            -.10 * mat_pos.x +     //< slight skew to display wood grain on xy and xz surfaces
                            -.05 * noise3D(tex1, mat_pos * .5, 1.).xy;   //< turbulence so grain isn't perfectly straight

            // Look up the color in the texture
            vec3 C = texture2D( tex0, wood_pos ).rgb;

            // Apply lighting
            material_color = lightAt( normalize(normal), normalize(-position),
                                        C*object_color,
                                        vec3(.5,.5,.5),
                                        5. );
            material_opacity = object_opacity;
        }
        """),
    shader( name = "marble", version = 5.00, textures=[tx_turb3], shader = """
        [fragment]
        uniform sampler3D tex0;

        void material_main() {
            vec3 noise = noise3D( tex0, mat_pos, 2.0 );

            // "marble" varies between two colors in a sine wave pattern in y,
            //    displaced heavily by a noise function.
            float a = 0.5 + 0.5*sin( mat_pos.y*16. + noise.x*10. );
            vec3 C = mix( vec3(.4,.3,.3), vec3(1.,1.,1.), a );

            // We are also doing a normal displacement similar to "rough".
            // TODO: Is this desired?  I normally think of marble as smooth!
            vec3 N2 = normal + noise*1.;

            // Modulate the marble color by the object color, and apply lighting
            material_color = lightAt( normalize(N2), normalize(-position), C*object_color, vec3(.8,.8,.8), 100. );
            material_opacity = object_opacity;
        }
        """),
    # TODO: fancy earth renderer with atmosphere, gloss map, bump map
    texture( name="earth", data=loadTGA(texturePath+"earth"),
        mapping = "spherical"),
    shader( name = "show_mat_pos", version = 5.00, textures = [], shader = """
        [fragment]
        void material_main() {
            material_color = mat_pos * .5;
            if ( fract( mat_pos.x * 10. + .021 ) < .02 ) material_color *= 0.5;
            if ( fract( mat_pos.y * 10. + .021 ) < .02 ) material_color *= 0.5;
            if ( fract( mat_pos.z * 10. + .021 ) < .02 ) material_color *= 0.5;
            if ( mat_pos.x < 0. || mat_pos.x > 1. ) material_color = vec3(1.,0.8,0.8);
            if ( mat_pos.y < 0. || mat_pos.y > 1. ) material_color = vec3(0.8,1.,0.8);
            if ( mat_pos.z < 0. || mat_pos.z > 1. ) material_color = vec3(0.8,0.8,1.);
            material_opacity = object_opacity;
        }
        """ ),
]

for mat in materials:
    globals()[mat.name] = mat
del mat