1 /*
2 OpenVR for PyMOL Copyright Notice
3 =====================================
4 
5 The OpenVR for PyMOL source code is copyrighted, but you can freely use and
6 copy it as long as you don't change or remove any of the Copyright notices.
7 OpenVR for PyMOL is made available under the following open-source license
8 terms:
9 
10 ------------------------------------------------------------------------------
11 Copyright (c) 2018 EPAM Systems, Inc.
12 
13 Permission is hereby granted, free of charge, to any person obtaining a copy
14 of this software and associated documentation files (the "Software"), to deal
15 in the Software without restriction, including without limitation the rights
16 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
17 copies of the Software, and to permit persons to whom the Software is
18 furnished to do so, subject to the following conditions:
19 
20 The above copyright notice and this permission notice shall be included in all
21 copies or substantial portions of the Software.
22 
23 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
24 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
25 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
26 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
27 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
28 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
29 SOFTWARE.
30 ------------------------------------------------------------------------------
31 
32 */
33 
34 // this header
35 #include "OpenVRUtils.h"
36 
37 // system headers
38 #include <stdio.h>
39 #include <math.h>
40 #include <string>
41 
42 // pymol headers
43 #include "MyPNG.h"
44 
45 namespace OpenVRUtils {
46 
CompileShader(GLenum shaderType,char const * shader)47 static GLuint CompileShader(GLenum shaderType, char const* shader)
48 {
49   GLuint shaderID = glCreateShader(shaderType);
50   glShaderSource(shaderID, 1, &shader, NULL);
51   glCompileShader(shaderID);
52 
53   GLint success = GL_FALSE;
54   glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success);
55   if (!success) {
56     int infoLogLength = 0;
57     glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
58     if (infoLogLength > 0) {
59       char *infoLog = new char[infoLogLength];
60       glGetShaderInfoLog(shaderID, infoLogLength, 0, infoLog);
61       printf("GLSL shader compilation failed, log follows:\n"
62         "=============================================================================\n"
63         "%s"
64         "=============================================================================\n", infoLog);
65       delete[] infoLog;
66     }
67     glDeleteShader(shaderID);
68     shaderID = 0;
69   }
70   return shaderID;
71 }
72 
CompileProgram(char const * vertexShader,char const * fragmentShader,char const * attributes[])73 GLuint CompileProgram(char const* vertexShader,  char const* fragmentShader, char const* attributes[] /* = 0 */)
74 {
75   GLuint vertexShaderID = CompileShader(GL_VERTEX_SHADER, vertexShader);
76   GLuint fragmentShaderID = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
77 
78   GLuint programID = 0;
79   if (vertexShaderID && fragmentShaderID) {
80     programID = glCreateProgram();
81     glAttachShader(programID, vertexShaderID);
82     glAttachShader(programID, fragmentShaderID);
83 
84     if (attributes)
85       for (int i = 0; attributes[i] != 0; ++i)
86         glBindAttribLocation(programID, i, attributes[i]);
87 
88     glLinkProgram(programID);
89 
90     GLint success = GL_FALSE;
91     glGetProgramiv(programID, GL_LINK_STATUS, &success);
92     if (!success) {
93       int infoLogLength = 0;
94       glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &infoLogLength);
95       if (infoLogLength > 0) {
96         char *infoLog = new char[infoLogLength];
97         glGetProgramInfoLog(programID, infoLogLength, 0, infoLog);
98         printf("GLSL program linking failed, log follows:\n"
99           "=============================================================================\n"
100           "%s"
101           "=============================================================================\n", infoLog);
102         delete[] infoLog;
103       }
104 
105       glDeleteProgram(programID);
106       programID = 0;
107     }
108   }
109 
110   if (vertexShaderID) {
111     glDeleteShader(vertexShaderID);
112   }
113 
114   if (fragmentShaderID) {
115     glDeleteShader(fragmentShaderID);
116   }
117 
118   if (programID) {
119     glUseProgram(programID);
120     glUseProgram(0);
121   }
122 
123   return programID;
124 }
125 
LoadTexture(unsigned width,unsigned height,unsigned char const * ptr)126 GLuint LoadTexture(unsigned width, unsigned height, unsigned char const* ptr)
127 {
128   GLuint texture = 0;
129 
130   glGenTextures(1, &texture);
131   glBindTexture(GL_TEXTURE_2D, texture);
132 
133   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptr);
134   glGenerateMipmap(GL_TEXTURE_2D);
135 
136   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
137   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
138   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
139   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
140 
141   GLfloat maxAniso;
142   glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
143   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAniso);
144 
145   glBindTexture(GL_TEXTURE_2D, 0);
146   return texture;
147 }
148 
LoadTexture(char const * filename)149 GLuint LoadTexture(char const* filename)
150 {
151   auto filePath = std::string(getenv("PYMOL_DATA"))
152                       .append(PATH_SEP "openvr" PATH_SEP)
153                       .append(filename);
154   auto image = MyPNGRead(filePath.c_str());
155   if (image) {
156     return LoadTexture(image->getWidth(), image->getHeight(), image->bits());
157   }
158   return 0;
159 }
160 
VectorNormalize(float v[])161 void VectorNormalize(float v[])
162 {
163   double len = sqrt((v[0] * v[0]) + (v[1] * v[1]) + (v[2] * v[2]));
164   if (len > 1.0e-5f) {
165     float a = 1.0f / len;
166     v[0] *= a;
167     v[1] *= a;
168     v[2] *= a;
169   }
170 }
171 
VectorCrossProduct(float const v1[],float const v2[],float cross[])172 void VectorCrossProduct(float const v1[], float const v2[], float cross[])
173 {
174   cross[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
175   cross[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
176   cross[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
177 }
178 
MatrixFastInverseGLGL(float const srcGL44[],float dstGL44[])179 void MatrixFastInverseGLGL(float const srcGL44[], float dstGL44[])
180 {
181   float const (*src)[4] = (float const (*)[4])srcGL44;
182   float (*dst)[4] = (float (*)[4])dstGL44;
183 
184   // transpose rotation
185   dst[0][0] = src[0][0];
186   dst[0][1] = src[1][0];
187   dst[0][2] = src[2][0];
188   dst[0][3] = 0.0f;
189   dst[1][0] = src[0][1];
190   dst[1][1] = src[1][1];
191   dst[1][2] = src[2][1];
192   dst[1][3] = 0.0f;
193   dst[2][0] = src[0][2];
194   dst[2][1] = src[1][2];
195   dst[2][2] = src[2][2];
196   dst[2][3] = 0.0f;
197 
198   // transpose-rotated negative translation
199   dst[3][0] = -(src[0][0] * src[3][0] + src[0][1] * src[3][1] + src[0][2] * src[3][2]);
200   dst[3][1] = -(src[1][0] * src[3][0] + src[1][1] * src[3][1] + src[1][2] * src[3][2]);
201   dst[3][2] = -(src[2][0] * src[3][0] + src[2][1] * src[3][1] + src[2][2] * src[3][2]);
202   dst[3][3] = 1.0f;
203 }
204 
MatrixFastInverseVRGL(float const srcVR34[],float dstGL44[])205 void MatrixFastInverseVRGL(float const srcVR34[], float dstGL44[])
206 {
207     float const (*src)[4] = (float const (*)[4])srcVR34;
208     float (*dst)[4] = (float (*)[4])dstGL44;
209 
210     // transpose rotation
211     dst[0][0] = src[0][0];
212     dst[0][1] = src[0][1];
213     dst[0][2] = src[0][2];
214     dst[0][3] = 0.0f;
215     dst[1][0] = src[1][0];
216     dst[1][1] = src[1][1];
217     dst[1][2] = src[1][2];
218     dst[1][3] = 0.0f;
219     dst[2][0] = src[2][0];
220     dst[2][1] = src[2][1];
221     dst[2][2] = src[2][2];
222     dst[2][3] = 0.0f;
223 
224     // transpose-rotated negative translation
225     dst[3][0] = -(src[0][0] * src[0][3] + src[1][0] * src[1][3] + src[2][0] * src[2][3]);
226     dst[3][1] = -(src[0][1] * src[0][3] + src[1][1] * src[1][3] + src[2][1] * src[2][3]);
227     dst[3][2] = -(src[0][2] * src[0][3] + src[1][2] * src[1][3] + src[2][2] * src[2][3]);
228     dst[3][3] = 1.0f;
229 }
230 
MatrixCopyVRGL(float const srcVR34[],float dstGL44[])231 void MatrixCopyVRGL(float const srcVR34[], float dstGL44[])
232 {
233   float const (*src)[4] = (float const (*)[4])srcVR34;
234   float (*dst)[4] = (float(*)[4])dstGL44;
235   dst[0][0] = src[0][0]; dst[0][1] = src[1][0]; dst[0][2] = src[2][0]; dst[0][3] = 0.0f;
236   dst[1][0] = src[0][1]; dst[1][1] = src[1][1]; dst[1][2] = src[2][1]; dst[1][3] = 0.0f;
237   dst[2][0] = src[0][2]; dst[2][1] = src[1][2]; dst[2][2] = src[2][2]; dst[2][3] = 0.0f;
238   dst[3][0] = src[0][3]; dst[3][1] = src[1][3]; dst[3][2] = src[2][3]; dst[3][3] = 1.0f;
239 }
240 
241 } // namespace OpenVRUtils
242