# Copyright 2004-2009 Nanorex, Inc. See LICENSE file for details. """ CS_workers.py - Drawing functions for primitives drawn by the ColorSorter. @version: $Id$ @copyright: 2004-2009 Nanorex, Inc. See LICENSE file for details. History: Originated by Josh in drawer.py . Various developers extended it since then. Brad G. added ColorSorter features. 080311 piotr Added a "drawpolycone_multicolor" function for drawing polycone tubes with per-vertex colors (necessary for DNA display style) 080420 piotr Solved highlighting and selection problems for multi-colored objects (e.g. rainbow colored DNA structures). 080519 russ pulled the globals into a drawing_globals module and broke drawer.py into 10 smaller chunks: glprefs.py setup_draw.py shape_vertices.py ColorSorter.py CS_workers.py c_renderer.py CS_draw_primitives.py drawers.py gl_lighting.py gl_buffers.py """ _DRAW_BONDS = True # Debug/test switch. Similar constant in chunk.py. # the imports from math vs. Numeric are as discovered in existing code # as of 2007/06/25. It's not clear why acos is coming from math... from math import acos import Numeric from Numeric import pi # russ 080519 No doubt many of the following imports are unused. # When the dust settles, the unnecessary ones will be removed. from OpenGL.GL import glBegin from OpenGL.GL import glCallList from OpenGL.GL import glColor3fv from OpenGL.GL import GL_COLOR_MATERIAL from OpenGL.GL import GL_CULL_FACE from OpenGL.GL import GL_CURRENT_BIT from OpenGL.GL import glDisable from OpenGL.GL import glDisableClientState from OpenGL.GL import glDrawArrays from OpenGL.GL import glDrawElements from OpenGL.GL import glEnable from OpenGL.GL import glEnableClientState from OpenGL.GL import glEnd from OpenGL.GL import GL_FALSE from OpenGL.GL import GL_FILL from OpenGL.GL import GL_FLOAT from OpenGL.GL import GL_FRONT from OpenGL.GL import GL_LIGHTING from OpenGL.GL import GL_LIGHT_MODEL_TWO_SIDE from OpenGL.GL import glLightModelfv from OpenGL.GL import GL_LINE from OpenGL.GL import GL_LINES from OpenGL.GL import GL_LINE_SMOOTH from OpenGL.GL import glLineStipple from OpenGL.GL import GL_LINE_STIPPLE from OpenGL.GL import glLineWidth from OpenGL.GL import glNormal3fv from OpenGL.GL import glNormalPointer from OpenGL.GL import GL_NORMAL_ARRAY from OpenGL.GL import glPolygonMode from OpenGL.GL import glPopAttrib from OpenGL.GL import glPopMatrix from OpenGL.GL import glPushAttrib from OpenGL.GL import glPushMatrix from OpenGL.GL import glRotate from OpenGL.GL import glTranslatef from OpenGL.GL import GL_TRIANGLE_STRIP from OpenGL.GL import glVertex from OpenGL.GL import glVertex3fv from OpenGL.GL import GL_VERTEX_ARRAY from OpenGL.GL import glVertexPointer from OpenGL.GL import GL_TRUE from geometry.VQT import norm, V import graphics.drawing.drawing_globals as drawing_globals # used only for GL resources related to geometric primitives, as of 090304 from graphics.drawing.drawers import renderSurface from graphics.drawing.gl_GLE import glePolyCone from graphics.drawing.gl_Scale import glScale ### Substitute this for drawsphere_worker to test drawing a lot of spheres. def drawsphere_worker_loop(params): (pos, radius, detailLevel, n) = params pos += V(-n/2, -n/2, 0) # Centered on the origin. for x in range(n): for y in range(n): newpos = pos + (x+x/10+x/100) * V(1, 0, 0) + \ (y+y/10+y/100) * V(0, 1, 0) drawsphere_worker((newpos, radius, detailLevel, 1)) continue continue return def drawsphere_worker(params): """ Draw a sphere. Receive parameters through a sequence so that this function and its parameters can be passed to another function for deferment. Right now this is only ColorSorter.schedule (see below) """ (pos, radius, detailLevel, n) = params del n # KLUGE: the detailLevel can be a tuple, (vboLevel, detailLevel). # The only for reason for this is that drawsphere_worker is used # in ProteinChunks (I added a comment there saying why that's bad) # and I don't have time to clean that up now. Ideally, vboLevel # would just be another parameter, or we'd combine it with detailLevel # in some other way not constrained by backward compatibility of # this internal worker function's API. [bruce 090304] if type(detailLevel) == type(()): (vboLevel, detailLevel) = detailLevel ## vboLevel = drawing_globals.use_drawing_variant glPushMatrix() glTranslatef(pos[0], pos[1], pos[2]) glScale(radius,radius,radius) if vboLevel == 0: # OpenGL 1.0 - glBegin/glEnd tri-strips vertex-by-vertex. glCallList(drawing_globals.sphereList[detailLevel]) else: # OpenGL 1.1/1.5 - Array/VBO/IBO variants. glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) size = len(drawing_globals.sphereArrays[detailLevel]) GLIndexType = drawing_globals.sphereGLIndexTypes[detailLevel] if vboLevel == 1: # DrawArrays from CPU RAM. verts = drawing_globals.sphereCArrays[detailLevel] glVertexPointer(3, GL_FLOAT, 0, verts) glNormalPointer(GL_FLOAT, 0, verts) glDrawArrays(GL_TRIANGLE_STRIP, 0, size) elif vboLevel == 2: # DrawElements from CPU RAM. verts = drawing_globals.sphereCElements[detailLevel][1] glVertexPointer(3, GL_FLOAT, 0, verts) glNormalPointer(GL_FLOAT, 0, verts) # Can't use the C index in sphereCElements yet, fatal PyOpenGL bug. index = drawing_globals.sphereElements[detailLevel][0] glDrawElements(GL_TRIANGLE_STRIP, size, GLIndexType, index) elif vboLevel == 3: # DrawArrays from graphics RAM VBO. vbo = drawing_globals.sphereArrayVBOs[detailLevel] vbo.bind() glVertexPointer(3, GL_FLOAT, 0, None) glNormalPointer(GL_FLOAT, 0, None) glDrawArrays(GL_TRIANGLE_STRIP, 0, vbo.size) vbo.unbind() elif vboLevel == 4: # DrawElements from index in CPU RAM, verts in VBO. vbo = drawing_globals.sphereElementVBOs[detailLevel][1] vbo.bind() # Vertex and normal data comes from the vbo. glVertexPointer(3, GL_FLOAT, 0, None) glNormalPointer(GL_FLOAT, 0, None) # Can't use the C index in sphereCElements yet, fatal PyOpenGL bug. index = drawing_globals.sphereElements[detailLevel][0] glDrawElements(GL_TRIANGLE_STRIP, size, GLIndexType, index) vbo.unbind() elif vboLevel == 5: # VBO/IBO buffered DrawElements from graphics RAM. (ibo, vbo) = drawing_globals.sphereElementVBOs[detailLevel] vbo.bind() # Vertex and normal data comes from the vbo. glVertexPointer(3, GL_FLOAT, 0, None) glNormalPointer(GL_FLOAT, 0, None) ibo.bind() # Index data comes from the ibo. glDrawElements(GL_TRIANGLE_STRIP, size, GLIndexType, None) vbo.unbind() ibo.unbind() pass glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) pass glPopMatrix() return def drawwiresphere_worker(params): """ Draw a wireframe sphere. Receive parameters through a sequence so that this function and its parameters can be passed to another function for deferment. Right now this is only ColorSorter.schedule (see below) """ (color, pos, radius, detailLevel) = params ## assert detailLevel == 1 # true, but leave out for speed from utilities.debug_prefs import debug_pref, Choice_boolean_True #bruce 060415 experiment, re iMac G4 wiresphere bug; fixes it! newway = debug_pref("new wirespheres?", Choice_boolean_True) oldway = not newway # These objects want a constant line color even if they are selected or # highlighted. glColor3fv(color) glDisable(GL_LIGHTING) if oldway: glPolygonMode(GL_FRONT, GL_LINE) glPushMatrix() glTranslatef(pos[0], pos[1], pos[2]) glScale(radius,radius,radius) if oldway: glCallList(drawing_globals.sphereList[detailLevel]) else: glCallList(drawing_globals.wiresphere1list) glEnable(GL_LIGHTING) glPopMatrix() if oldway: glPolygonMode(GL_FRONT, GL_FILL) return def drawcylinder_worker(params): """ Draw a cylinder. Receive parameters through a sequence so that this function and its parameters can be passed to another function for deferment. Right now this is only ColorSorter.schedule (see below) @warning: our circular cross-section is approximated by a 13-gon whose alignment around the axis is chosen arbitrary, in a way which depends on the direction of the axis; negating the axis usually causes a different alignment of that 13-gon. This effect can cause visual bugs when drawing one cylinder over an identical or slightly smaller one (e.g. when highlighting a bond), unless the axes are kept parallel as opposed to antiparallel. """ if not _DRAW_BONDS: return (pos1, pos2, radius, capped) = params glPushMatrix() vec = pos2-pos1 axis = norm(vec) glTranslatef(pos1[0], pos1[1], pos1[2]) ##Huaicai 1/17/05: To avoid rotate around (0, 0, 0), which causes ## display problem on some platforms angle = -acos(axis[2])*180.0/pi if (axis[2]*axis[2] >= 1.0): glRotate(angle, 0.0, 1.0, 0.0) else: glRotate(angle, axis[1], -axis[0], 0.0) glScale(radius,radius,Numeric.dot(vec,vec)**.5) glCallList(drawing_globals.CylList) if capped: glCallList(drawing_globals.CapList) glPopMatrix() return def drawpolycone_worker(params): """ Draw a polycone. Receive parameters through a sequence so that this function and its parameters can be passed to another function for deferment. Right now this is only ColorSorter.schedule (see below) """ if not _DRAW_BONDS: return (pos_array, rad_array) = params glePolyCone(pos_array, None, rad_array) return def drawpolycone_multicolor_worker(params): """ Draw a polycone. Receive parameters through a sequence so that this function and its parameters can be passed to another function for deferment. Right now this is only ColorSorter.schedule (see below) piotr 080311: this variant accepts a color array as an additional parameter """ # Note: See the code in class ColorSorter for GL_COLOR_MATERIAL objects. (pos_array, color_array, rad_array) = params glEnable(GL_COLOR_MATERIAL) # have to enable GL_COLOR_MATERIAL for # the GLE function glPushAttrib(GL_CURRENT_BIT) # store current attributes in case glePolyCone # modifies the (e.g. current color) # piotr 080411 glePolyCone(pos_array, color_array, rad_array) glPopAttrib() # This fixes the 'disappearing cylinder' bug # glPopAttrib doesn't take any arguments # piotr 080415 glDisable(GL_COLOR_MATERIAL) return def drawsurface_worker(params): """Draw a surface. Receive parameters through a sequence so that this function and its parameters can be passed to another function for deferment. Right now this is only ColorSorter.schedule (see below)""" (pos, radius, tm, nm) = params glPushMatrix() glTranslatef(pos[0], pos[1], pos[2]) glScale(radius,radius,radius) renderSurface(tm, nm) glPopMatrix() return def drawline_worker(params): """ Draw a line. Receive parameters through a sequence so that this function and its parameters can be passed to another function for deferment. Right now this is only ColorSorter.schedule (see below) """ (endpt1, endpt2, dashEnabled, stipleFactor, width, isSmooth) = params ###glDisable(GL_LIGHTING) ###glColor3fv(color) if dashEnabled: glLineStipple(stipleFactor, 0xAAAA) glEnable(GL_LINE_STIPPLE) if width != 1: glLineWidth(width) if isSmooth: glEnable(GL_LINE_SMOOTH) glBegin(GL_LINES) glVertex(endpt1[0], endpt1[1], endpt1[2]) glVertex(endpt2[0], endpt2[1], endpt2[2]) glEnd() if isSmooth: glDisable(GL_LINE_SMOOTH) if width != 1: glLineWidth(1.0) # restore default state if dashEnabled: glDisable(GL_LINE_STIPPLE) ###glEnable(GL_LIGHTING) return def drawtriangle_strip_worker(params): """ Draw a triangle strip using a list of triangle vertices and (optional) normals. """ # Note: See the code in class ColorSorter for GL_COLOR_MATERIAL objects. # piotr 080904 - This method could be optimized by using vertex # arrays or VBOs. (triangles, normals, colors) = params # It needs to support two-sided triangles, therefore we disable # culling and enable two-sided lighting. These settings have to be # turned back to default setting. glDisable(GL_CULL_FACE) glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE) # Use color material mode if colors are present. if colors: glEnable(GL_COLOR_MATERIAL) glBegin(GL_TRIANGLE_STRIP) if normals: if colors: for p in range(len(triangles)): n = normals[p] v = triangles[p] c = colors[p] glNormal3fv(n) glColor3fv(c[:3]) glVertex3fv(v) else: for p in range(len(triangles)): n = normals[p] v = triangles[p] glNormal3fv(n) glVertex3fv(v) else: for v in triangles: glVertex3fv(v) glEnd() if colors: glDisable(GL_COLOR_MATERIAL) # piotr 080904 - are these settings really default? glEnable(GL_CULL_FACE) glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE) return