/* OpenVR for PyMOL Copyright Notice ===================================== The OpenVR for PyMOL source code is copyrighted, but you can freely use and copy it as long as you don't change or remove any of the Copyright notices. OpenVR for PyMOL is made available under the following open-source license terms: ------------------------------------------------------------------------------ Copyright (c) 2018 EPAM Systems, Inc. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ // this header #include "OpenVRControllerModel.h" // system headers #include #include #include #include "os_std.h" #include "os_gl.h" // pymol headers #include "Feedback.h" #include "Matrix.h" // local headers #include "OpenVRController.h" static std::vector s_vecRenderModels; //----------------------------------------------------------------------------- // Purpose: Create/destroy GL Render Models //----------------------------------------------------------------------------- OpenVRControllerModel::OpenVRControllerModel(const std::string & sRenderModelName) : m_sModelName( sRenderModelName ) { m_glIndexBuffer = 0; m_glVertArray = 0; m_glVertBuffer = 0; m_glTexture = 0; m_pShader = NULL; } OpenVRControllerModel::~OpenVRControllerModel() { Free(); } //----------------------------------------------------------------------------- // Purpose: Allocates and populates the GL resources for a render model //----------------------------------------------------------------------------- bool OpenVRControllerModel::Init(PyMOLGlobals *G, const vr::RenderModel_t &vrModel, const vr::RenderModel_TextureMap_t &vrDiffuseTexture) { InitGeometry(vrModel); InitTexture(vrDiffuseTexture); InitShaders(G); return true; } //----------------------------------------------------------------------------- // Purpose: Frees the GL resources for a render model //----------------------------------------------------------------------------- void OpenVRControllerModel::Free() { FreeShaders(); FreeTexture(); FreeGeometry(); } void OpenVRControllerModel::InitGeometry(const vr::RenderModel_t &vrModel) { // create and bind a VAO to hold state for this model glGenVertexArrays( 1, &m_glVertArray ); glBindVertexArray( m_glVertArray ); // Populate a vertex buffer glGenBuffers( 1, &m_glVertBuffer ); glBindBuffer( GL_ARRAY_BUFFER, m_glVertBuffer ); glBufferData( GL_ARRAY_BUFFER, sizeof(vr::RenderModel_Vertex_t) *vrModel.unVertexCount, vrModel.rVertexData, GL_STATIC_DRAW); // Identify the components in the vertex buffer glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof( vr::RenderModel_Vertex_t ), (void *)offsetof( vr::RenderModel_Vertex_t, vPosition)); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof( vr::RenderModel_Vertex_t ), (void *)offsetof(vr::RenderModel_Vertex_t, rfTextureCoord)); // Create and populate the index buffer glGenBuffers( 1, &m_glIndexBuffer ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_glIndexBuffer ); glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( uint16_t ) * vrModel.unTriangleCount * 3, vrModel.rIndexData, GL_STATIC_DRAW ); glBindVertexArray( 0 ); m_unVertexCount = vrModel.unTriangleCount * 3; } void OpenVRControllerModel::FreeGeometry() { if( m_glVertBuffer ) { glDeleteBuffers(1, &m_glIndexBuffer); glDeleteVertexArrays( 1, &m_glVertArray ); glDeleteBuffers(1, &m_glVertBuffer); m_glIndexBuffer = 0; m_glVertArray = 0; m_glVertBuffer = 0; } } void OpenVRControllerModel::InitTexture(const vr::RenderModel_TextureMap_t &vrDiffuseTexture) { // create and populate the texture glGenTextures(1, &m_glTexture ); glBindTexture( GL_TEXTURE_2D, m_glTexture ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, vrDiffuseTexture.unWidth, vrDiffuseTexture.unHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, vrDiffuseTexture.rubTextureMapData ); // If this renders black ask McJohn what's wrong. glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); GLfloat fLargest; glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest ); glBindTexture( GL_TEXTURE_2D, 0 ); } void OpenVRControllerModel::FreeTexture() { if (m_glTexture) { glDeleteTextures(1, &m_glTexture); m_glTexture = 0; } } bool OpenVRControllerModel::InitShaders(PyMOLGlobals * G) { m_pShader = new CShaderPrg(G, "CRenderModel", "vrcontroller.vs", "vrcontroller.fs"); if (m_pShader) { m_pShader->reload(); glBindAttribLocation(m_pShader->id, 0, "position"); glBindAttribLocation(m_pShader->id, 1, "texcoords_in"); glLinkProgram(m_pShader->id); } return m_pShader != NULL; } void OpenVRControllerModel::FreeShaders() { if (m_pShader) { delete m_pShader; m_pShader = NULL; } } //----------------------------------------------------------------------------- // Purpose: Draws the render model //----------------------------------------------------------------------------- void OpenVRControllerModel::Draw() { GL_DEBUG_FUN(); m_pShader->Enable(); glBindVertexArray( m_glVertArray ); glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, m_glTexture ); glDrawElements( GL_TRIANGLES, m_unVertexCount, GL_UNSIGNED_SHORT, 0 ); glBindVertexArray( 0 ); m_pShader->Disable(); } // Purpose: //----------------------------------------------------------------------------- static void ThreadSleep(unsigned long nMilliseconds) { std::this_thread::sleep_for(std::chrono::milliseconds(nMilliseconds)); } // Purpose: Finds a render model we've already loaded or loads a new one //----------------------------------------------------------------------------- OpenVRControllerModel *FindOrLoadRenderModel(PyMOLGlobals * G, const char *pchRenderModelName) { OpenVRControllerModel *pRenderModel = NULL; for(std::vector::iterator i = s_vecRenderModels.begin(); i != s_vecRenderModels.end(); i++) { if(! #ifdef _WIN32 stricmp #else strcasecmp #endif ((*i)->GetName().c_str(), pchRenderModelName)){ pRenderModel = *i; break; } } // load the model if we didn't find one if(!pRenderModel) { vr::RenderModel_t *pModel; vr::EVRRenderModelError error; while (true) { error = vr::VRRenderModels()->LoadRenderModel_Async(pchRenderModelName, &pModel); if (error != vr::VRRenderModelError_Loading) break; ThreadSleep( 1 ); } if (error != vr::VRRenderModelError_None) { PRINTF " Unable to load render model %s - %s\n", pchRenderModelName, vr::VRRenderModels()->GetRenderModelErrorNameFromEnum(error) ENDF(G); return NULL; // move on to the next tracked device } vr::RenderModel_TextureMap_t *pTexture; while (true) { error = vr::VRRenderModels()->LoadTexture_Async(pModel->diffuseTextureId, &pTexture); if (error != vr::VRRenderModelError_Loading) break; ThreadSleep( 1 ); } if (error != vr::VRRenderModelError_None) { PRINTF " Unable to load render texture id:%d for render model %s\n", pModel->diffuseTextureId, pchRenderModelName ENDF(G); vr::VRRenderModels()->FreeRenderModel(pModel); return NULL; // move on to the next tracked device } pRenderModel = new OpenVRControllerModel(pchRenderModelName); if (!pRenderModel->Init(G, *pModel, *pTexture)) { PRINTF " Unable to create GL model from render model %s\n", pchRenderModelName ENDF(G); delete pRenderModel; pRenderModel = NULL; } else { s_vecRenderModels.push_back(pRenderModel); } vr::VRRenderModels()->FreeRenderModel(pModel); vr::VRRenderModels()->FreeTexture(pTexture); } return pRenderModel; } void ShutdownRenderModels() { for(std::vector::iterator i = s_vecRenderModels.begin(); i != s_vecRenderModels.end(); i++) { (*i)->Free(); delete (*i); } s_vecRenderModels.clear(); }