/usr/share/games/fretsonfire/game/Mesh.py is in fretsonfire-game 1.3.110.dfsg-3.
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 | #####################################################################
# -*- 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)
|