Esempio n. 1
0
void MyFrame::OnIdle(wxIdleEvent& event){
  if (mol.DoingAO()) {
    m_tb->UpdateGearsIcon(true);
    if (mol.PrepareAOstep()) {
      m_canvas->SceneChanged();
      event.RequestMore(false); 
      m_tb->UpdateGearsIcon(false);
      return;
    }
    else event.RequestMore(true);      
  } else {
    event.RequestMore(false); 
    if (hardSettings.STILL_QUALITY!=hardSettings.MOVING_QUALITY)
    if (!m_canvas->shownHQ) {
      m_canvas->shownHQ=true;
      mustDoHQ=true;
      m_canvas->Refresh(false);
    }
    m_tb->UpdateGearsIcon(false);
  }
}
Esempio n. 2
0
void drawFrame() {
  
    cgSettings.MakeShaders();
    
    if (mol.DoingAO()) {
      // do at least one more step per rendering
      mol.PrepareAOstep(1);
      // continue until decent
      while (!mol.DecentAO()) mol.PrepareAOstep(1);  
    }

    /*if (cgSettings.UseHalo()>0) {
      // write depth in HaloTexture
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, haloFrame);
    } else {
      // write depth in depthbuffer
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
    }*/
  
  
  mainCanvas.SetAsOutput();
    
  if (cgSettings.doingAlphaSnapshot)    
    glClearColor( cgSettings.P_halo_col, cgSettings.P_halo_col, cgSettings.P_halo_col, 0.0f);
  else
    glClearColor( cgSettings.P_bg_color_R, cgSettings.P_bg_color_G, cgSettings.P_bg_color_B, 0.0f);

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  
  
  
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  
  
  Point3f lightDir;
  
  if  ( cgSettings.P_sem_effect  // fixed light dir sem effect
//    || mol.sticks               // quick Hack: fixed light dir when bonds
    )
    lightDir= Point3f(0,0,1);
  else 
    lightDir=getDirFromTrackball(lightTrack);
    
  setLightDir( lightDir );

//  gluLookAt(0,0,-3,   0,0,0,   0,1,0);    original
//  gluLookAt(0,0,-3,   0,0,0,   0,1,0);    ok for tra

    if (mol.hasDefaultView())
        gluLookAt(0,0, 40,   0,0,0,   0,1,0);
    else
        gluLookAt(0,0,-40,   0,0,0,   0,1,0);
        
    if(MovingLightMode)
        drawLightDir();
    glColor3f(1,1,1);

    if (mol.hasDefaultView()) {
        float angle, axisX, axisY, axisZ;
        mol.getDefaultViewRotation(&angle, &axisX, &axisY, &axisZ);
        glRotatef(angle, axisX, axisY, axisZ);
    }


  if (1) {
    
    //track.center=Point3f(0, 0, 0);
    //track.radius= 1;
    //setProjection();

    if (aniStep>=0) // BH: Doesn't normally seem to be aniStep>=0
    {
      double extraRot=360.0*aniStep;
      
      // set extra rotation for GIF animation:
      switch (hardSettings.GIF_ANIMATION_MODE) {
       default:
       case 0: 
        glRotated(-hardSettings.GIF_ROT_SIDEVIEW_ANGLE,1,0,0);
        glRotated(extraRot,0,1,0);
        break;
       case 1:
        glRotated(-extraRot,0,0,1);
        glRotated(hardSettings.GIF_INSP_ANGLE,0,1,0);
        glRotated(extraRot,0,0,1);
        break;
       case 2:{
        double substep[6];
        for (int i=0; i<6; i++) {
          substep[i]=(aniStep*6-i)*90.0;
          if (substep[i]<0) substep[i]=0;
          if (substep[i]>90.0) substep[i]=90.0;
        }
        glRotated(-substep[5], 1,0,0);
        glRotated(-substep[4], 0,1,0);
        glRotated(-substep[3], 0,1,0);
        glRotated(-substep[2], 1,0,0);
        glRotated(-substep[1], 0,1,0);
        glRotated(-substep[0], 0,1,0);
        }break;
      }
    }

    setProjection( mainCanvas.GetVideoSize() );
    track.GetView();
    track.Apply(false); // Set to true to see the trackball itself.
    setProjection( mainCanvas.GetSoftRes() );
    
    if (cgSettings.P_use_shadowmap()) {
      shadowmap.computeAsTexture( getGlLightPos() , cgSettings.do_use_doubleshadow(), shadowmapCanvas);
      //shadowmap.computeAsTexture( Point3f(0,1,0) );
    }

    cgSettings.BindShaders();

    glEnable(GL_TEXTURE_2D);
    //glBindTexture(GL_TEXTURE_2D, molTexture);

    glActiveTextureARB(GL_TEXTURE1_ARB); 
    shadowmapCanvas.SetAsTexture();

    mol.Draw();
    //  shadowmap.m.DrawShadowmap(false);
  
    glDisable(GL_VERTEX_PROGRAM_ARB);
    glDisable(GL_FRAGMENT_PROGRAM_ARB);
    glDisable(GL_BLEND);
    
    if (cgSettings.UseHalo()>0) mol.DrawHalos();
  }

}