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Porting the essential parts of EPAM System's "openvr" branch to the master branch. Original authors: Natalia Smirnova, EPAM Systems, Inc. Pavel Smirnov, EPAM Systems, Inc. Original fork: https://github.com/epam/pymol-open-source/tree/openvr Adjustments: - Make feature optional with "--openvr" compile option - Python 3 support - Remove C++11 workarounds - Exclude build system changes Co-authored-by: Natalia Smirnova <Natalia_Smirnova@epam.com> Co-authored-by: Pavel Smirnov <pavel_smirnov1@epam.com>
182 lines
4.8 KiB
C++
182 lines
4.8 KiB
C++
/*
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OpenVR for PyMOL Copyright Notice
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=====================================
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The OpenVR for PyMOL source code is copyrighted, but you can freely use and
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copy it as long as you don't change or remove any of the Copyright notices.
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OpenVR for PyMOL is made available under the following open-source license
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terms:
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------------------------------------------------------------------------------
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Copyright (c) 2018 EPAM Systems, Inc.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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------------------------------------------------------------------------------
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*/
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// this header
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#include "OpenVRLaser.h"
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// pymol header
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#include "Setting.h"
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// local headers
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#include "OpenVRUtils.h"
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double OpenVRLaser::MAX_LENGTH = 100.0f;
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double OpenVRLaser::MIN_WIDTH = 1.0f;
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OpenVRLaser::OpenVRLaser()
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: m_valid(false)
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, m_visible(false)
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, m_length(OpenVRLaser::MAX_LENGTH)
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, m_width(OpenVRLaser::MIN_WIDTH)
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, m_vertexArrayID(0)
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, m_vertexBufferID(0)
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, m_vertexCount(0)
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, m_programID(0)
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, m_scaleUniform(-1)
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, m_colorUniform(-1)
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{
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SetColor(0.0f, 1.0f, 1.0f, 0.25f);
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}
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void OpenVRLaser::Init()
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{
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InitGeometry();
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m_valid = InitShaders();
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}
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void OpenVRLaser::Free()
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{
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FreeShaders();
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FreeGeometry();
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}
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void OpenVRLaser::InitGeometry()
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{
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static struct Vertex_t {
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float position[3];
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} vertices[] = {
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{{0.0f, 0.0f, 0.0f}},
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{{0.0f, 0.0f, -1.0f}},
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};
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m_vertexCount = sizeof(vertices) / sizeof(vertices[0]);
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// Create and bind a VAO to hold state for this model
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glGenVertexArrays(1, &m_vertexArrayID);
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glBindVertexArray(m_vertexArrayID);
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// Populate a vertex buffer
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glGenBuffers(1, &m_vertexBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Identify the components in the vertex buffer
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex_t), (void *)offsetof(Vertex_t, position));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void OpenVRLaser::FreeGeometry()
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{
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if (m_vertexBufferID) {
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glDeleteVertexArrays(1, &m_vertexArrayID);
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glDeleteBuffers(1, &m_vertexBufferID);
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m_vertexArrayID = 0;
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m_vertexBufferID = 0;
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}
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}
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bool OpenVRLaser::InitShaders()
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{
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const char* vs =
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"attribute vec3 position;\n"
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"uniform vec4 scale;\n"
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"varying vec2 texcoords;\n\n"
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"void main() {\n"
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"gl_Position = gl_ModelViewProjectionMatrix * vec4(position * scale.xyz, 1.0);\n"
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"}\n";
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const char* fs =
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"uniform vec4 color;\n"
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"void main() {\n"
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"gl_FragColor = color;\n"
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"}\n";
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m_programID = OpenVRUtils::CompileProgram(vs, fs);
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m_scaleUniform = glGetUniformLocation(m_programID, "scale");
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m_colorUniform = glGetUniformLocation(m_programID, "color");
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return m_programID && m_scaleUniform != -1 && m_colorUniform != -1;
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}
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void OpenVRLaser::FreeShaders()
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{
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glDeleteProgram(m_programID);
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}
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void OpenVRLaser::SetColor(float r, float g, float b, float a /* = 1.0f */)
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{
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m_color[0] = r;
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m_color[1] = g;
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m_color[2] = b;
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m_color[3] = a;
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}
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void OpenVRLaser::GetColor(float* color) const
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{
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color[0] = m_color[0];
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color[1] = m_color[1];
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color[2] = m_color[2];
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color[3] = m_color[3];
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}
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void OpenVRLaser::SetLength(float length)
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{
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m_length = length > 0.0f ? length : OpenVRLaser::MAX_LENGTH;
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}
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void OpenVRLaser::SetWidth(float width)
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{
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m_width = width > 1.0f ? width : OpenVRLaser::MIN_WIDTH;
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}
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void OpenVRLaser::Draw()
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{
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if (!m_valid || !m_visible)
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return;
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glUseProgram(m_programID);
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glBindVertexArray(m_vertexArrayID);
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float scale[4] = {1.0f, 1.0f, m_length, 1.0f};
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glUniform4fv(m_scaleUniform, 1, scale);
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glUniform4fv(m_colorUniform, 1, m_color);
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glLineWidth(m_width); // set here to avoid the influence of previous rendering steps
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glDrawArrays(GL_LINES, 0, m_vertexCount);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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