This file is indexed.

/usr/lib/python2.7/dist-packages/PyMca/Object3D/GLWidgetCachePixmap.py is in pymca 4.7.4+dfsg-1build1.

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
try:
    import OpenGL.GL  as GL
except ImportError:
    raise ImportError, "OpenGL must be installed to use these functionalities"
import Object3DQt as qt
import numpy
DEBUG = 0

class GLWidgetCachePixmap:
    def __init__(self, name="Unnamed"):
        self.__name = name
        self.__pixmap = None
        self.__textureId = None
        self.drawList = 0
        self.__alpha = 1.0
        self._limits = numpy.zeros((2,3), numpy.float32) 

    def getTextureId(self):
        return self.__textureId

    def openGLCleanup(self):
        if DEBUG:
            print "CLEANING OPENGL"
        if self.drawList <= 0:
            GL.glDeleteLists(self.drawList, 1)
            self.drawList = 0
        if self.__textureId is not None:
            GL.glDeleteTextures([self.__textureId])
            self.__textureId = None
    
    def setPixmap(self, pixmap, width, height, xmirror = False, ymirror = False, z=0.0):
        if type(pixmap) == type(""):
            raise ValueError, "Input pixmap has to be an uint8 array"
    
        useNewTexture = True
        if self.__pixmap is not None:
            if (width == self.__width) and (height == self.__height):
                useNewTexture = False
        #I force always for the time being
        useNewTexture = True

        #make sure we work with integers
        self.__width  = int(width)
        self.__height = int(height)

        # some cards still need to pad to powers of 2
        self.__tWidth  = self.getPaddedValue(self.__width)
        self.__tHeight = self.getPaddedValue(self.__height)
        
        if (self.__tWidth != self.__width) or (self.__tHeight != self.__height):
            #I have to zero padd the texture to make sure it works on all cards ...
            self.__pixmap = numpy.zeros((self.__tWidth*self.__tHeight, 4), numpy.uint8)
            pixmap.shape = [width*height, 4]
            tjump = self.__tWidth
            pjump = self.__width
            for i in range(height):
                self.__pixmap[i*tjump:(i*tjump+pjump), :] = pixmap[(i*pjump):(i+1)*pjump,:]
        else:
            self.__pixmap = pixmap
            self.__pixmap.shape = [width*height, 4]
        self.__pixmap[:,3] = 255 #alpha
        self.__xMirror = xmirror
        self.__yMirror = ymirror
        self._forceListCalculation = True
        self._forceTextureCalculation = True
        self._useNewTexture = useNewTexture
        self.setLimits(0.0, 0.0, z, self.__width, self.__height, z) 

    def getLimits(self):
        """
        This method returns the limits of the object
        Typically will be its bounding box.
        The form is a 2 row numpy array:
        [[xmin, ymin, zmin],
         [xmax, ymax, zmax]]
        """
        return self._limits


    def setLimits(self, xmin, ymin, zmin, xmax, ymax, zmax):
        self._limits[0,:] = xmin, ymin, zmin
        self._limits[1,:] = xmax, ymax, zmax
        self._forceListCalculation = True
        
    def drawObject(self):
        if self.__pixmap is None:
            return
        #if self.__xMirror or self.__yMirror:
        #    self.__mirrorRotator(self.__xMirror, self.__yMirror)

        if self._forceTextureCalculation:
            self.buildTexture()
        GL.glPushAttrib(GL.GL_ALL_ATTRIB_BITS)
        GL.glDisable(GL.GL_DEPTH_TEST)
        GL.glEnable(GL.GL_BLEND)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
        if self._forceListCalculation:
            self.buildQuad()
        if self.drawList:
            GL.glCallList(self.drawList)
        #else:
        #    self.buildQuad()
        GL.glPopAttrib()

    def buildTexture(self):
        """
        Normal procedure:
        Generate a texture name with glGenTextures.
        Select the new texture with glBindTexture.
        Fill the texture with an image using glTexImage2D.
        Set the texture's minification and magnification filters using glTexParameteri.
        Enable 2D textures with glEnable.
        When producing geometry, bind the texture before starting the polygon and then
        set a texture coordinate with glTexCoord before each glVertex.
        gl.glTexSubImage2D(texture.getTarget(), 
			0, // no support for mipmapping
			x, y + row, // in texture
			bounds.width, 1,
			GL.GL_BGRA, 
			type,
			dataBuffer
		);


        """
        if self._useNewTexture:
            if self.__textureId is not None:
                GL.glDeleteTextures([self.__textureId])
            self.__textureId = GL.glGenTextures(1)
        else:
            if self.__textureId is None:
               self.__textureId = GL.glGenTextures(1)
            else:
                GL.glDeleteTextures([self.__textureId])
                self.__textureId = GL.glGenTextures(1)            
        if self.__textureId is None:
            print "no valid id?"
            return
        if self._useNewTexture:
            GL.glBindTexture(GL.GL_TEXTURE_2D, self.__textureId)
            GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT )
            GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT )
            linear = 0
            if linear:
                GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR )
                GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR )
            else:
                #Nearest on magnification
                GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST )
                #Linear when minimizing
                GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR )

            GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA,
                            self.__tWidth,
                            self.__tHeight,
                            0, GL.GL_RGBA,
                            GL.GL_UNSIGNED_BYTE, self.__pixmap)
            GL.glEnable(GL.GL_TEXTURE_2D)
        else:
            GL.glBindTexture(GL.GL_TEXTURE_2D, self.__textureId)
            GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 
			0,
			0, 0,
			self.__tWidth,
			self.__tHeight,
			GL.GL_RGBA, 
			GL.GL_UNSIGNED_BYTE,
			self.__pixmap)
            GL.glEnable(GL.GL_TEXTURE_2D)
            
        self._forceTextureCalculation = False

    def buildQuad(self):
        if self.drawList > 0:
            GL.glDeleteLists(self.drawList, 1)
        xmin, ymin, zmin = self._limits[0]
        xmax, ymax, zmax = self._limits[1]
        tx0 = 0.0
        tx1 = (1.0 * self.__width)/self.__tWidth
        ty0 = 0.0
        ty1 = (1.0 * self.__height)/self.__tHeight
        self.drawList = GL.glGenLists(1)
        GL.glNewList(self.drawList, GL.GL_COMPILE)
        #The texture gets multiplied by this color!!
        GL.glColor4f(1.0, 1.0, 1.0, self.__alpha)
       	GL.glBindTexture(GL.GL_TEXTURE_2D, self.__textureId)
        GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glBegin(GL.GL_QUADS)
       	GL.glTexCoord2d(tx0, ty0)
       	GL.glVertex3f(xmin, ymin, zmin)
	GL.glTexCoord2d(tx0, ty1)
	GL.glVertex3f(xmin, ymax, zmin)
	GL.glTexCoord2d(tx1, ty1)
	GL.glVertex3f(xmax, ymax, zmin)
	GL.glTexCoord2d(tx1, ty0)
	GL.glVertex3f(xmax, ymin, zmin)
        GL.glEnd()
        GL.glDisable(GL.GL_TEXTURE_2D)
        GL.glEndList()
        self._forceListCalculation = False

    def getPaddedValue(self, v):
        a = 2
        while (a<v):
            a *=2
        return int(a)


    def __mirrorRotator(self, xmirror, ymirror):
        if xmirror:
            x = -1.0
        else:
            x = 1.0
        if ymirror:
            y = -1.0
        else:
            y = 1.0
        GL.glScalef(x, y, 1.0)