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class GeoSettings {
public:
typedef enum{ SPACE_FILL, BALL_N_STICKS, LICORICE } GeoMode;
GeoMode mode;
float stickRadius;
float ballRadius;
float licoRadius;
bool stick_smooth_color;
bool use_stick_const_color;
float stick_const_color_R,stick_const_color_G,stick_const_color_B;
bool showHetatm;
void SetDefaults(){
mode=SPACE_FILL;
//stickRadius=0.2;
SetLicoRadiusPercentage(50);
SetStickRadiusPercentage(100);
SetBallRadiusPercentage(100);
//licoRadius=0.6;
stick_smooth_color = false;
use_stick_const_color = false;
stick_const_color_R=0.75;
stick_const_color_G=0.50;
stick_const_color_B=0.50;
showHetatm = false;
}
void Rotate(){
mode=(GeoMode)((((int)mode)+1)%3);
}
GeoSettings() {
SetDefaults();
}
void Apply();
void ApplyColor();
void SetLicoRadiusPercentage(int percentage){
licoRadius = 0.3 + percentage/100.0*0.65;
}
int GetLicoRadiusPercentage(){
return int(100.0*((licoRadius - 0.3)/0.65));
}
void SetStickRadiusPercentage(int percentage){
const float tmp=0.32 * 0.85-0.16;
stickRadius = 0.16 + percentage/10.0*tmp;
}
int GetStickRadiusPercentage(){
const float tmp=0.32 * 0.85-0.16;
return int(10.0*((stickRadius - 0.16)/tmp));
}
void SetBallRadiusPercentage(int percentage){
const float tmp=0.32 * 0.85-0.16;
ballRadius = 0.16 + percentage/10.0*tmp;
}
int GetBallRadiusPercentage(){
const float tmp=0.32 * 0.85-0.16;
return int(10.0*((ballRadius - 0.16)/tmp));
}
};
// drawing settings
class CgUtil {
public:
// RENDERING PARAMETERS:
// Settarli a piacere e poi chiamare setShaders...
/////////////////////////////////////////////
/* SERIALIZE_BEGIN */
float P_light_base; // from 0 (dark) to 1 (bright)
float P_lighting; // from 0 (no lighting) to 1 (full lighting)
float P_phong; // from 0 (no phong lighting) to 1 (full lighting)
float P_phong_size; // from 0 (POW=100) to 1 (POW=1)
float P_col_atoms_sat; // base color: saturation
float P_col_atoms_bri; // base color: brightness
float P_texture; // FOR AO! from 0 (no AO) to 1 full AO
float P_border_inside; // size of antialiased borders inside, in % of atom
float P_border_outside; // borders outside (pure black), full size
float P_depth_full; // size of depth step for a full border
bool P_sem_effect;
float P_halo_size;
float P_halo_col;
float P_halo_str;
float P_halo_aware;
float P_fog;
bool P_capping; // capping
float P_shadowstrenght; // how much light
float P_bg_color_R;
float P_bg_color_G;
float P_bg_color_B;
bool auto_normalize;
bool P_double_shadows;
bool P_border_fixed;
/* SERIALIZE_END */
bool do_use_doubleshadow();
bool can_use_doubleshadow();
bool P_use_shadowmap() {return P_shadowstrenght>0; };
// Save and load the above
bool Load(const char* filename);
bool Save(const char* filename);
// Set
void Set();
// coming from GeoSettings
bool P_cyl_smooth_color;
bool P_cyl_const_color;
float P_cyl_const_color_R,P_cyl_const_color_G,P_cyl_const_color_B;
float P_ball_radius;
void setGeoSettings(const GeoSettings &gs);
// Error messages
static char lasterr[255];
enum { USE_OCTA, USE_CUBE } textmode; // textmode
enum { PERSPECTIVE, ORTHO } projmode; // projmode
bool proj_figa;
void SetDefaults(); // set defoult params
void SetForOffLine(); // set defoult params for an offscreen rendering
void SetForShadowMap(bool accurate);// set defoult params for an offscreen rendering
void MakeShaders(); // activates params
void UpdateShaders() {shadersMade=false;}; // activates params
void BindShaders(); // binds, loads if necessary
void MakeStickShaders();
void BindStickShaders();
bool BindDrawAOShader();
bool MakeDrawAOShader();
bool BindDrawAOShaderSticks();
bool MakeDrawAOShaderSticks();
bool UseHalo();
bool BindHaloShader(int powres); // 1^pow = size of halo texture
bool MakeHaloShader(int powres);
// questi sono settati automaticamente
/////////////////////////////////////
float gap; // gap, % of border texels to be skipped
int textureSideX,textureSideY;
bool writeAlpha; // true during probe rendering only
bool writeCol; // write a color at all?
static bool init();
static void ShowShaderInfo(int i);
static bool checkError();
static bool checkProgramError(char *st);
static bool shaderHasChanged;
float cyl_radius;
bool doingAlphaSnapshot; // lots of things change when doing an alpha snapshot
CgUtil();
void ResetHalo();
private:
enum {MAXPOW=15};
bool shadersMade;
float norm;
void Normalize();
void UndoNormalize();
bool setBallVertexProgram();
bool setBallFragmentProgram();
bool setStickVertexProgram();
bool setStickFragmentProgram();
/*static int loadVertexProgram(const char *str);
static int loadFragmentProgram(const char *str);*/
static char *readFile(const char *file);
bool loaded, loadedStick, loadedVertexHalo;
GLuint idf, idv, idfStick, idvStick;
bool loadedHalo[MAXPOW];
GLuint idfHalo[MAXPOW];
GLuint idvHalo;
void LoadVertexHaloShader();
void addDirectLightingSnippet(char* fp);
void addTexturingSnippet(char* fp);
void addShadowMapComputationFP(char* fp);
void addDepthAdjustSnippet(char* fp);
float _border_outside();
float _border_inside();
bool shadowmapBuilding;
bool accurateShadowmapBuilding;
};
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