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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>
199 lines
5.9 KiB
C++
199 lines
5.9 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 "OpenVRQuad.h"
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// local headers
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#include "OpenVRUtils.h"
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OpenVRQuad::OpenVRQuad()
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: m_width(1.0f)
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, m_height(1.0f)
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, m_spriteIndex(0)
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, m_spriteCount(1)
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, m_alpha(1.0f)
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, m_mirror(false)
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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_textureID(0)
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, m_programID(0)
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, m_positionMulAddUniform(-1)
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, m_texcoordMulAddUniform(-1)
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, m_colorMulAddUniform(-1)
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, m_textureUniform(-1)
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{
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InitGeometry();
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InitShaders();
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}
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OpenVRQuad::~OpenVRQuad()
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{
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FreeShaders();
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FreeGeometry();
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}
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void OpenVRQuad::InitGeometry()
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{
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struct Vertex_t {
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float position[2];
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float texcoord[2];
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} vertices[] = {
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{{-1.0f, +1.0f}, {0.0f, 1.0f}},
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{{+1.0f, +1.0f}, {1.0f, 1.0f}},
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{{-1.0f, -1.0f}, {0.0f, 0.0f}},
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{{+1.0f, -1.0f}, {1.0f, 0.0f}},
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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, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex_t), (void *)offsetof(Vertex_t, position));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex_t), (void *)offsetof(Vertex_t, texcoord));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void OpenVRQuad::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 OpenVRQuad::InitShaders()
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{
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const char* attributes[] = {"positionRaw", "texcoordRaw", 0};
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const char* vs =
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"uniform vec4 positionMulAdd;\n"
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"uniform vec4 texcoordMulAdd;\n"
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"attribute vec2 positionRaw;\n"
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"attribute vec2 texcoordRaw;\n\n"
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"varying vec2 texcoord;\n\n"
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"void main() {\n"
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"vec2 position;\n"
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"texcoord = texcoordMulAdd.xy * texcoordRaw + texcoordMulAdd.zw;\n"
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"position = positionMulAdd.xy * positionRaw + positionMulAdd.zw;\n"
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"gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 0.0, 1.0);\n"
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"}\n";
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const char* fs =
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"uniform vec4 colorMulAdd;\n"
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"uniform sampler2D texture;\n"
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"varying vec2 texcoord;\n"
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"void main() {\n"
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"vec4 color = texture2D(texture, texcoord);\n"
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"gl_FragColor = colorMulAdd.xxxy * color + colorMulAdd.zzzw;\n"
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"}\n";
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m_programID = OpenVRUtils::CompileProgram(vs, fs, attributes);
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m_positionMulAddUniform = glGetUniformLocation(m_programID, "positionMulAdd");
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m_texcoordMulAddUniform = glGetUniformLocation(m_programID, "texcoordMulAdd");
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m_colorMulAddUniform = glGetUniformLocation(m_programID, "colorMulAdd");
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m_textureUniform = glGetUniformLocation(m_programID, "texture");
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return m_programID;
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}
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void OpenVRQuad::FreeShaders()
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{
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glDeleteProgram(m_programID);
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}
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void OpenVRQuad::SetTexture(GLuint textureID, unsigned spriteCount /* = 1 */)
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{
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m_textureID = textureID;
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m_spriteCount = spriteCount;
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m_spriteIndex = 0;
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}
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void OpenVRQuad::SetSprite(unsigned index)
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{
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m_spriteIndex = index % m_spriteCount;
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}
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void OpenVRQuad::SetSize(float width, float height)
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{
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m_width = width;
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m_height = height;
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}
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void OpenVRQuad::SetAlpha(float alpha)
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{
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m_alpha = alpha;
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}
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void OpenVRQuad::SetMirror(bool mirror)
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{
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m_mirror = mirror;
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}
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void OpenVRQuad::Draw()
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{
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glUseProgram(m_programID);
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glBindVertexArray(m_vertexArrayID);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_textureID);
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float positionMulAdd[4] = {0.5f * m_width, 0.5f * m_height, 0.0f, 0.0f};
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float texcoordMulAdd[4] = {1.0f / m_spriteCount, m_mirror ? -1.0f : 1.0f, (float)m_spriteIndex / m_spriteCount, m_mirror ? 1.0f : 0.0f};
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float hasTexture = m_textureID ? 1.0f : 0.0f;
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float colorMulAdd[4] = {hasTexture, hasTexture * m_alpha, 1.0f - hasTexture, (1.0f - hasTexture) * m_alpha};
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glUniform4fv(m_positionMulAddUniform, 1, positionMulAdd);
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glUniform4fv(m_texcoordMulAddUniform, 1, texcoordMulAdd);
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glUniform4fv(m_colorMulAddUniform, 1, colorMulAdd);
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glUniform1i(m_textureUniform, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, m_vertexCount);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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