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extern int winx, winy;
typedef unsigned char Byte;
// SDL functions: remiplement these
//void swapbuffers();
//void refresh();
long int getTicks();
// drawing & geom settings...
extern CgUtil cgSettings;
extern GeoSettings geoSettings; // singleton
extern bool bilinear;
extern bool MovingLightMode;
extern bool draw_balls; // just to test
extern bool draw_sticks; // just to test
extern bool draw_wireframe_sticks;
extern bool draw_wireframe_balls;
extern bool use_accurate_halo;
void setAniStep(double step);
void stopAni();
int InitQuteMol(const char * filename);
#define ERRGL_OK 0
#define ERRGL_NO_FS 1
#define ERRGL_NO_VS 2
#define ERRGL_NO_FBO_SHADOWMAP 4
#define ERRGL_NO_FBO_HALO 8
#define ERRGL_NO_FBO_AO 16
#define ERRGL_NO_GLEW 32
// returns an ERRGL code
int initGl();
void drawFrame(int quality);
void clearFrame();
void UpdateShadowmap();
int GetCurrentHetatm();
int GetCurrentAtm();
void SetTextureAccess(bool bilinear);
//void ReloadTexture(vector<Byte> t, bool bilinear);
Byte* GetSnapshot(int sx, int sy, bool alpha);
//extern Mol mol;
//extern ShadowMap shadowmap;
extern CgUtil shadowSettings;
extern float background;
void StartTime();
long int TakeTime(FILE *f, char *st);
long int TakeTotalTime();
void Cycle( float &c, float min, float max, float step);
void SetColMode(float mode);
float GetColMode();
void ResetColMode();
void ChangeColorSchema(int i=-1);
//extern vector<Byte> texture;
//bool LoadImagePPM( const char * filename , vector<Byte> &im);
//bool SaveImagePPM( const char * filename , const vector<Byte> &im, int sizex, int sizey);
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