Beispiel #1
0
            def primCSDL(centers, radii, colors):
                if not doTransforms:
                    csdl = ColorSortedDisplayList()  # Transformless.
                else:
                    # Test pattern for TransformControl usage - vertical columns
                    # of TC domains, separated by X coord of first center point.
                    # Chunking will be visible when transforms are changed.
                    xCoord = centers[0][0] - start_pos[
                        0]  # Negate centering X.
                    xPercent = (
                        xCoord /
                        (nSpheres + nSpheres / 10 + nSpheres / 100 - 1 +
                         (nSpheres <= 1)))
                    xTenth = int(xPercent * 10 + .5)
                    csdl = ColorSortedDisplayList(TCs[xTenth % numTCs])
                    pass

                # Test selection using the CSDL glname.
                ColorSorter.pushName(csdl.glname)
                ColorSorter.start(glpane, csdl)
                for (color, center, radius) in zip(colors, centers, radii):
                    if not doCylinders:
                        # Through ColorSorter to the sphere primitive buffer...
                        drawsphere(color, center, radius,
                                   DRAWSPHERE_DETAIL_LEVEL)
                    else:
                        # Through ColorSorter to cylinder primitive buffer...
                        if not drawing_globals.cylinderShader_available():
                            print "warning: not cylinderShader_available(), error is likely:"
                        if (True and  # Whether to do tapered shader-cylinders.
                                # Display List cylinders don't support taper.
                                glpane.glprefs.cylinderShader_desired()):
                            ###cylRad = (radius/2.0, (.75-radius)/2.0)
                            cylRad = (radius / 1.5 - .167, .3 - radius / 1.5)
                        else:
                            cylRad = radius / 2.0
                            pass
                        endPt2 = center + V(0.5, 0.0, 0.0)  # 0.5, -0.5)
                        drawcylinder(color, center, endPt2, cylRad)
                        global test_endpoints
                        test_endpoints += [(center, endPt2)]
                        pass
                    continue
                ColorSorter.popName()
                ColorSorter.finish(draw_now=True)

                test_DrawingSet.addCSDL(csdl)
                return csdl
Beispiel #2
0
 def collect_drawing_func(self, func, *args, **kws):
     if not self._csdl_for_funcs:
         tc = self.getTransformControl()
         csdl = self._csdl_for_funcs = ColorSortedDisplayList(tc)
         # review: I think we needn't explicitly deallocate this csdl
         # since it contains no DLs. Am I right? [bruce 090312 Q]
     else:
         csdl = self._csdl_for_funcs
     if args or kws:
         func = (
             lambda _args=args, _kws=kws, _func=func: _func(*_args, **_kws))
     csdl.add_drawing_func(func)
     return
Beispiel #3
0
    def __init__(self, right, up, normal, mode, latticeType):
        shape.__init__(self, right, up, normal)
        # Each element is a dictionary object storing "carbon" info for a layer
        self.carbonPosDict = {} 
        self.hedroPosDict = {}
        self.markedAtoms = {}
        # Each element is a dictionary for the bonds info for a layer
        self.bondLayers = {} 

        self.displist = ColorSortedDisplayList()
        self.havelist = 0
        self.dispMode = mode
        self.latticeType = latticeType
        self.layerThickness = {}
        self.layeredCurves = {} # A list of (merged bb, curves) for each layer
Beispiel #4
0
    def __get_displist(self):
        """
        get method for self.displist property:
        
        Initialize self._displist if necessary, and return it.

        @note: This must only be called when the correct GL context is current.
               (If several contexts share display lists, it doesn't matter
                which one is current, but one of them must be.)
               There is no known way to check this, but ignoring it will cause
               bugs. The simplest way to be sure of this is to call this method
               only during drawing.
        """
        if not self._displist:
            self._displist = ColorSortedDisplayList(self.getTransformControl())
        return self._displist
 def __init__(self, x, y, n):
     self.csdl = ColorSortedDisplayList()
     # draw into it, based on x, y, n
     ColorSorter.start(None, self.csdl)
     for i in range(n):
         z = i - (_NUM_SPHERES_PER_CSDL - 1) / 2.0
         color = (random.uniform(0.2, 0.8), 0, random.uniform(0.2, 0.8))
         pos = (x, y, z)
         radius = 0.25  # 0.5 would be touching the next ones
         drawsphere(
             color,
             pos,
             radius,
             2  ## DRAWSPHERE_DETAIL_LEVEL
         )
     ColorSorter.finish(draw_now=False)
     return
Beispiel #6
0
 def setup_for_bare_primitives(self):  #bruce 090220
     """
     """
     self.bare_primitives = ColorSortedDisplayList(reentrant=True)
     ColorSorter.start(self._glpane, self.bare_primitives)
     return
Beispiel #7
0
def test_drawing(glpane, initOnly = False):
    """
    When TEST_DRAWING is enabled at the start of
    graphics/widgets/GLPane_rendering_methods.py,
    and when TestGraphics_Command is run (see its documentation
    for various ways to do that),
    this file is loaded and GLPane.paintGL() calls the
    test_drawing() function instead of the usual body of paintGL().
    """
    # WARNING: this duplicates some code with test_Draw_model().

    # Load the sphere shaders if needed.
    global _USE_SHADERS
    if _USE_SHADERS:
        if not drawing_globals.test_sphereShader:
            print "test_drawing: Loading sphere shaders."

            try:
                from graphics.drawing.gl_shaders import GLSphereShaderObject
                drawing_globals.test_sphereShader = GLSphereShaderObject()
                ##### REVIEW: is this compatible with my refactoring in drawing_globals?
                # If not, use of Test Graphics Performance command might cause subsequent
                # bugs in other code. Ideally we'd call the new methods that encapsulate
                # this, to setup shaders. [bruce 090304 comment]

                print "test_drawing: Sphere-shader initialization is complete.\n"
            except:
                _USE_SHADERS = False
                print "test_drawing: Exception while loading sphere shaders, will reraise and not try again"
                raise
            pass

    global start_pos, first_time

    if first_time:
        # Set up the viewing scale, but then let interactive zooming work.
        glpane.scale = nSpheres * .6
        pass

    # This same function gets called to set up for drawing, and to draw.
    if not initOnly:
        glpane._setup_modelview()
        glpane._setup_projection()
        ##glpane._compute_frustum_planes()

        glClearColor(64.0, 64.0, 64.0, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT )
        ##glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )

        glMatrixMode(GL_MODELVIEW)
        pass

    global test_csdl, test_dl, test_dls, test_ibo, test_vbo, test_spheres
    global test_DrawingSet, test_endpoints, test_Object

    # See below for test case descriptions and timings on a MacBook Pro.
    # The Qt event toploop in NE1 tops out at about 60 frames-per-second.

    # NE1 with test toploop, single CSDL per draw (test case 1)
    # . 17,424 spheres (132x132, through the color sorter) 4.8 FPS
    #   Russ 080919: More recently, 12.2 FPS.
    # . Level 2 spheres have 9 triangles x 20 faces, 162 distinct vertices,
    #   visited on the average 2.3 times, giving 384 tri-strip vertices.
    # . 17,424 spheres is 6.7 million tri-strip vertices.  (6,690,816)
    if testCase == 1:
        if test_csdl is None:
            print ("Test case 1, %d^2 spheres\n  %s." %
                   (nSpheres, "ColorSorter"))

            test_csdl = ColorSortedDisplayList()
            ColorSorter.start(None, test_csdl)
            drawsphere([0.5, 0.5, 0.5], # color
                       [0.0, 0.0, 0.0], # pos
                       .5, # radius
                       DRAWSPHERE_DETAIL_LEVEL,
                       testloop = nSpheres )
            ColorSorter.finish(draw_now = True)
            pass
        else:
            test_csdl.draw()
        pass

    # NE1 with test toploop, single display list per draw (test case 2)
    # . 10,000 spheres (all drawing modes) 17.5 FPS
    # . 17,424 spheres (132x132, manual display list) 11.1 FPS
    # . 40,000 spheres (mode 5 - VBO/IBO spheres from DL's) 2.2 FPS
    # . 40,000 spheres (mode 6 - Sphere shaders from DL's) 2.5 FPS
    # . 90,000 spheres (all drawing modes) 1.1 FPS
    elif testCase == 2:
        if test_dl is None:
            print ("Test case 2, %d^2 spheres\n  %s." %
                   (nSpheres, "One display list calling primitive dl's"))

            test_dl = glGenLists(1)
            glNewList(test_dl, GL_COMPILE_AND_EXECUTE)
            drawsphere_worker_loop(([0.0, 0.0, 0.0], # pos
                                    .5, # radius
                                    DRAWSPHERE_DETAIL_LEVEL,
                                    nSpheres ))
            glEndList()
            pass
        else:
            glColor3i(127, 127, 127)
            glCallList(test_dl)
        pass

    # NE1 with test toploop, one big chunk VBO/IBO of box quads (test case 3)
    # .  17,424 spheres (1 box/shader draw call) 43.7 FPS
    # .  17,424 spheres (1 box/shader draw call w/ rad/ctrpt attrs) 57.7 FPS
    # .  40,000 spheres (1 box/shader draw call w/ rad/ctrpt attrs) 56.7 FPS
    # .  90,000 spheres (1 box/shader draw call w/ rad/ctrpt attrs) 52.7 FPS
    # . 160,000 spheres (1 box/shader draw call w/ rad/ctrpt attrs) 41.4 FPS
    # . 250,000 spheres (1 box/shader draw call w/ rad/ctrpt attrs) 27.0 FPS
    elif int(testCase) == 3:
        doTransforms = False
        if test_spheres is None:
            print ("Test case 3, %d^2 spheres\n  %s." %
                   (nSpheres, "One big VBO/IBO chunk buffer"))
            if testCase == 3.1:
                print ("Sub-test 3.1, animate partial updates.")
            elif testCase == 3.2:
                print ("Sub-test 3.2, animate partial updates" +
                       " w/ C per-chunk array buffering.")
            elif testCase == 3.3:
                print ("Sub-test 3.3, animate partial updates" +
                       " w/ Python array buffering.")
            # . 3.4 - Big batch draw, with transforms indexed by IDs added.
            #   (Second FPS number with debug colors in the vertex shader off.)
            #   - 90,000 (300x300) spheres, TEXTURE_XFORMS = True, 26(29) FPS
            #   - 90,000 (300x300) spheres, N_CONST_XFORMS = 250, 26(29) FPS
            #   - 90,000 (300x300) spheres, N_CONST_XFORMS = 275, 0.3(0.6) FPS
            #     (What happens after 250?  CPU usage goes from 40% to 94%.)
            #   -160,000 (400x400) spheres, TEXTURE_XFORMS = True, 26 FPS
            #   -250,000 (500x500) spheres, TEXTURE_XFORMS = True, 26 FPS
            elif testCase == 3.4:
                print ("Sub-test 3.4, add transforms indexed by IDs.")
                from graphics.drawing.gl_shaders import TEXTURE_XFORMS
                from graphics.drawing.gl_shaders import N_CONST_XFORMS
                from graphics.drawing.gl_shaders import UNIFORM_XFORMS
                if TEXTURE_XFORMS:
                    print "Transforms in texture memory."
                elif UNIFORM_XFORMS:
                    print "%d transforms in uniform memory." % N_CONST_XFORMS
                    pass
                else:
                    print "transforms not supported, error is likely"
                doTransforms = True
                pass

            centers = []
            radius = .5
            radii = []
            colors = []
            if not doTransforms:
                transformIDs = None
            else:
                transformIDs = []
                transformChunkID = -1   # Allocate IDs sequentially from 0.
                # For this test, allow arbitrarily chunking the primitives.
                primCounter = transformChunkLength
                transforms = []      # Accumulate transforms as a list of lists.

                # Initialize transforms with an identity matrix.
                # Transforms here are lists (or Numpy arrays) of 16 numbers.
                identity = ([1.0] + 4*[0.0]) * 3 + [1.0]
                pass
            for x in range(nSpheres):
                for y in range(nSpheres):
                    centers += [sphereLoc(x, y)]

                    # Sphere radii progress from 3/4 to full size.
                    t = float(x+y)/(nSpheres+nSpheres) # 0 to 1 fraction.
                    thisRad = radius * (.75 + t*.25)
                    radii += [thisRad]

                    # Colors progress from red to blue.
                    colors += [rainbow(t)]

                    # Transforms go into a texture memory image if needed.
                    # Per-primitive Transform IDs go into an attribute VBO.
                    if doTransforms:
                        primCounter = primCounter + 1
                        if primCounter >= transformChunkLength:
                            # Start a new chunk, allocating a transform matrix.
                            primCounter = 0
                            transformChunkID += 1
                            if 0: # 1
                                # Debug hack: Label mat[0,0] with the chunk ID.
                                # Vertex shader debug code shows these in blue.
                                # If viewed as geometry, it will be a slight
                                # stretch of the array in the X direction.
                                transforms += [
                                    [1.0+transformChunkID/100.0] + identity[1:]]
                            elif 0: # 1
                                # Debug hack: Fill mat with mat.element pattern.
                                transforms += [
                                    [transformChunkID +
                                     i/100.0 for i in range(16)]]
                            else:
                                transforms += [identity]
                                pass
                            pass
                        # All of the primitives in a chunk have the same ID.
                        transformIDs += [transformChunkID]
                        pass

                    continue
                continue
            test_spheres = GLSphereBuffer()
            test_spheres.addSpheres(centers, radii, colors, transformIDs, None)
            if doTransforms:
                print ("%d primitives in %d transform chunks of size <= %d" %
                       (nSpheres * nSpheres, len(transforms),
                        transformChunkLength))
                shader = drawing_globals.test_sphereShader
                shader.setupTransforms(transforms)
            pass
        else:
            shader = drawing_globals.test_sphereShader
            shader.configShader(glpane)

            # Update portions for animation.
            pulse = time.time()
            pulse -= floor(pulse) # 0 to 1 in each second

            # Test animating updates on 80% of the radii in 45% of the columns.

            # . 3.1 - Update radii Python array per-column, send to graphics RAM.
            #   -  2,500 (50x50)   spheres 55 FPS
            #   - 10,000 (100x100) spheres 35 FPS
            #   - 17,424 (132x132) spheres 22.2 FPS
            #   - 40,000 (200x200) spheres 12.4 FPS
            #   - 90,000 (300x300) spheres  6.0 FPS
            if testCase == 3.1:
                # Not buffered, send each column change.
                radius = .5
                margin = nSpheres/10
                for x in range(margin, nSpheres, 2):
                    radii = []
                    for y in range(margin, nSpheres-margin):
                        t = float(x+y)/(nSpheres+nSpheres) # 0 to 1 fraction.
                        # Sphere radii progress from 3/4 to full size.
                        thisRad = radius * (.75 + t*.25)
                        phase = pulse + float(x+y)/nSpheres
                        radii += 8 * [thisRad-.1 + .1*sin(phase * 2*pi)]
                        continue
                    C_radii = numpy.array(radii, dtype=numpy.float32)
                    offset = x*nSpheres + margin
                    test_spheres.radii_vbo.update(offset * 8, C_radii)
                    continue
                pass

            # . 3.2 - Numpy buffered in C array, subscript assignments to C.
            #   -  2,500 (50x50)   spheres 48 FPS
            #   - 10,000 (100x100) spheres 17.4 FPS
            #   - 17,424 (132x132) spheres 11.2 FPS
            #   - 40,000 (200x200) spheres  5.5 FPS
            #   - 90,000 (300x300) spheres  2.5 FPS
            elif testCase == 3.2:
                # Buffered per-chunk at the C array level.
                radius = .5
                margin = nSpheres/10
                global C_array
                if C_array is None:
                    # Replicate.
                    C_array = numpy.zeros((8 * (nSpheres-(2*margin)),),
                                          dtype=numpy.float32)
                    pass
                for x in range(margin, nSpheres, 2):
                    count = 0
                    for y in range(margin, nSpheres-margin):
                        t = float(x+y)/(nSpheres+nSpheres) # 0 to 1 fraction.
                        # Sphere radii progress from 3/4 to full size.
                        thisRad = radius * (.75 + t*.25)
                        phase = pulse + float(x+y)/nSpheres
                        C_array[count*8:(count+1)*8] = \
                            thisRad-.1 + .1*sin(phase * 2*pi)
                        count += 1
                        continue
                    offset = x*nSpheres + margin
                    test_spheres.radii_vbo.update(offset * 8, C_array)
                    continue
                pass

            # . 3.3 - updateRadii in Python array, copy via C to graphics RAM.
            #   -  2,500 (50x50)   spheres 57 FPS
            #   - 10,000 (100x100) spheres 32 FPS
            #   - 17,424 (132x132) spheres 20 FPS
            #   - 40,000 (200x200) spheres 10.6 FPS
            #   - 90,000 (300x300) spheres  4.9 FPS
            elif testCase == 3.3:
                # Buffered at the Python level, batch the whole-array update.
                radius = .5
                margin = nSpheres/10
                for x in range(margin, nSpheres, 2):
                    radii = []
                    for y in range(margin, nSpheres-margin):
                        t = float(x+y)/(nSpheres+nSpheres) # 0 to 1 fraction.
                        # Sphere radii progress from 3/4 to full size.
                        thisRad = radius * (.75 + t*.25)
                        phase = pulse + float(x+y)/nSpheres
                        radii += [thisRad-.1 + .1*sin(phase * 2*pi)]
                        continue

                    test_spheres.updateRadii( # Update, but don't send yet.
                        x*nSpheres + margin, radii, send = False)
                    continue
                test_spheres.sendRadii()
                pass

            # Options: color = [0.0, 1.0, 0.0], transform_id = 1, radius = 1.0
            test_spheres.draw()
        pass

    # NE1 with test toploop, separate sphere VBO/IBO box/shader draws (test case 4)
    # . 17,424 spheres (132x132 box/shader draw quads calls) 0.7 FPS
    elif testCase == 4:
        if test_ibo is None:
            print ("Test case 4, %d^2 spheres\n  %s." %
                   (nSpheres,
                    "Separate VBO/IBO shader/box buffer sphere calls, no DL"))

            # Collect transformed bounding box vertices and offset indices.
            # Start at the lower-left corner, offset so the whole pattern comes
            # up centered on the origin.
            cubeVerts = drawing_globals.shaderCubeVerts
            cubeIndices = drawing_globals.shaderCubeIndices

            C_indices = numpy.array(cubeIndices, dtype=numpy.uint32)
            test_ibo = GLBufferObject(
                GL_ELEMENT_ARRAY_BUFFER_ARB, C_indices, GL_STATIC_DRAW)
            test_ibo.unbind()

            C_verts = numpy.array(cubeVerts, dtype=numpy.float32)
            test_vbo = GLBufferObject(
                GL_ARRAY_BUFFER_ARB, C_verts, GL_STATIC_DRAW)
            test_vbo.unbind()
            pass
        else:
            drawing_globals.test_sphereShader.configShader(glpane)

            glEnableClientState(GL_VERTEX_ARRAY)

            test_vbo.bind()             # Vertex data comes from the vbo.
            glVertexPointer(3, GL_FLOAT, 0, None)

            drawing_globals.test_sphereShader.setActive(True)
            glDisable(GL_CULL_FACE)

            glColor3i(127, 127, 127)
            test_ibo.bind()             # Index data comes from the ibo.
            for x in range(nSpheres):
                for y in range(nSpheres):
                    # From drawsphere_worker_loop().
                    pos = start_pos + (x+x/10+x/100) * V(1, 0, 0) + \
                          (y+y/10+y/100) * V(0, 1, 0)
                    radius = .5

                    glPushMatrix()
                    glTranslatef(pos[0], pos[1], pos[2])
                    glScale(radius,radius,radius)

                    glDrawElements(GL_QUADS, 6 * 4, GL_UNSIGNED_INT, None)

                    glPopMatrix()
                    continue
                continue

            drawing_globals.test_sphereShader.setActive(False)
            glEnable(GL_CULL_FACE)

            test_ibo.unbind()
            test_vbo.unbind()
            glDisableClientState(GL_VERTEX_ARRAY)
        pass

    # NE1 with test toploop,
    # One DL around separate VBO/IBO shader/box buffer sphere calls (test case 5)
    # . 17,424 spheres (1 box/shader DL draw call) 9.2 FPS
    elif testCase == 5:
        if test_dl is None:
            print ("Test case 5, %d^2 spheres\n  %s." %
                   (nSpheres,
                    "One DL around separate VBO/IBO shader/box buffer sphere calls"))

            # Collect transformed bounding box vertices and offset indices.
            # Start at the lower-left corner, offset so the whole pattern comes
            # up centered on the origin.
            cubeVerts = drawing_globals.shaderCubeVerts
            cubeIndices = drawing_globals.shaderCubeIndices

            C_indices = numpy.array(cubeIndices, dtype=numpy.uint32)
            test_ibo = GLBufferObject(
                GL_ELEMENT_ARRAY_BUFFER_ARB, C_indices, GL_STATIC_DRAW)
            test_ibo.unbind()

            C_verts = numpy.array(cubeVerts, dtype=numpy.float32)
            test_vbo = GLBufferObject(
                GL_ARRAY_BUFFER_ARB, C_verts, GL_STATIC_DRAW)
            test_vbo.unbind()

            # Wrap a display list around the draws.
            test_dl = glGenLists(1)
            glNewList(test_dl, GL_COMPILE_AND_EXECUTE)

            glEnableClientState(GL_VERTEX_ARRAY)

            test_vbo.bind()             # Vertex data comes from the vbo.
            glVertexPointer(3, GL_FLOAT, 0, None)

            drawing_globals.test_sphereShader.setActive(True)
            glDisable(GL_CULL_FACE)

            glColor3i(127, 127, 127)
            test_ibo.bind()             # Index data comes from the ibo.
            for x in range(nSpheres):
                for y in range(nSpheres):
                    # From drawsphere_worker_loop().
                    pos = start_pos + (x+x/10+x/100) * V(1, 0, 0) + \
                          (y+y/10+y/100) * V(0, 1, 0)
                    radius = .5

                    glPushMatrix()
                    glTranslatef(pos[0], pos[1], pos[2])
                    glScale(radius,radius,radius)

                    glDrawElements(GL_QUADS, 6 * 4, GL_UNSIGNED_INT, None)

                    glPopMatrix()
                    continue
                continue

            drawing_globals.test_sphereShader.setActive(False)
            glEnable(GL_CULL_FACE)

            test_ibo.unbind()
            test_vbo.unbind()
            glDisableClientState(GL_VERTEX_ARRAY)

            glEndList()
        else:
            glColor3i(127, 127, 127)
            glCallList(test_dl)
            pass
        pass

    # NE1 with test toploop,
    # N column DL's around VBO/IBO shader/box buffer sphere calls (test case 6)
    # .   2,500 (50x50)   spheres 58 FPS
    # .  10,000 (100x100) spheres 57 FPS
    # .  17,424 (132x132) spheres 56 FPS
    # .  40,000 (200x200) spheres 50 FPS
    # .  90,000 (300x300) spheres 28 FPS
    # . 160,000 (400x400) spheres 16.5 FPS
    # . 250,000 (500x500) spheres  3.2 FPS
    elif testCase == 6:
        if test_dls is None:
            print ("Test case 6, %d^2 spheres\n  %s." %
                   (nSpheres,
                    "N col DL's around VBO/IBO shader/box buffer sphere calls"))

            # Wrap n display lists around the draws (one per column.)
            test_dls = glGenLists(nSpheres) # Returns ID of first DL in the set.
            test_spheres = []
            for x in range(nSpheres):
                centers = []
                radius = .5
                radii = []
                colors = []
                # Each column is relative to its bottom sphere location.  Start
                # at the lower-left corner, offset so the whole pattern comes up
                # centered on the origin.
                start_pos = V(0, 0, 0)  # So it doesn't get subtracted twice.
                pos = sphereLoc(x, 0) - V(nSpheres/2.0, nSpheres/2.0, 0)
                for y in range(nSpheres):
                    centers += [sphereLoc(0, y)]

                    # Sphere radii progress from 3/4 to full size.
                    t = float(x+y)/(nSpheres+nSpheres) # 0 to 1 fraction.
                    thisRad = radius * (.75 + t*.25)
                    radii += [thisRad]

                    # Colors progress from red to blue.
                    colors += [rainbow(t)]
                    continue
                test_sphere = GLSphereBuffer()
                test_sphere.addSpheres(centers, radii, colors, None, None)
                test_spheres += [test_sphere]

                glNewList(test_dls + x, GL_COMPILE_AND_EXECUTE)
                glPushMatrix()
                glTranslatef(pos[0], pos[1], pos[2])

                test_sphere.draw()

                glPopMatrix()
                glEndList()
                continue
            pass
        else:
            shader = drawing_globals.test_sphereShader
            shader.configShader(glpane) # Turn the lights on.
            for x in range(nSpheres):
                glCallList(test_dls + x)
                continue
            pass
        pass

    # NE1 with test toploop,
    # N column VBO sets of shader/box buffer sphere calls (test case 7)
    # .   2,500 (50x50)   spheres 50 FPS
    # .  10,000 (100x100) spheres 30.5 FPS
    # .  17,424 (132x132) spheres 23.5 FPS
    # .  40,000 (200x200) spheres 16.8 FPS
    # .  90,000 (300x300) spheres 10.8 FPS
    # . 160,000 (400x400) spheres  9.1 FPS
    # . 250,000 (500x500) spheres  7.3 FPS
    elif testCase == 7:
        if test_spheres is None:
            print ("Test case 7, %d^2 spheres\n  %s." %
                   (nSpheres, "Per-column VBO/IBO chunk buffers"))
            test_spheres = []
            for x in range(nSpheres):
                centers = []
                radius = .5
                radii = []
                colors = []
                for y in range(nSpheres):
                    centers += [sphereLoc(x, y)]

                    # Sphere radii progress from 3/4 to full size.
                    t = float(x+y)/(nSpheres+nSpheres) # 0 to 1 fraction.
                    thisRad = radius * (.75 + t*.25)
                    radii += [thisRad]

                    # Colors progress from red to blue.
                    colors += [rainbow(t)]
                    continue
                _spheres1 = GLSphereBuffer()
                _spheres1.addSpheres(centers, radii, colors, None, None)
                test_spheres += [_spheres1]
                continue
            pass
        else:
            shader = drawing_globals.test_sphereShader
            shader.configShader(glpane)
            for chunk in test_spheres:
                chunk.draw()
        pass

    # NE1 with test toploop,
    # Short chunk VBO sets of shader/box buffer sphere calls (test case 8)
    # .     625 (25x25)   spheres 30 FPS,     79 chunk buffers of length 8.
    # .   2,500 (50x50)   spheres 13.6 FPS,  313 chunk buffers of length 8.
    # .  10,000 (100x100) spheres  6.4 FPS,  704 chunk buffers of length 8.
    # .  10,000 (100x100) spheres  3.3 FPS, 1250 chunk buffers of length 8.
    # .  17,424 (132x132) spheres  2.1 FPS, 2178 chunk buffers of length 8.
    # .   2,500 (50x50)   spheres 33.5 FPS,  105 chunk buffers of length 24.
    # .  17,424 (132x132) spheres  5.5 FPS,  726 chunk buffers of length 24.
    #
    # Subcase 8.1: CSDLs in a DrawingSet.  (Initial pass-through version.)
    # .   2,500 (50x50)   spheres 36.5 FPS,  105 chunk buffers of length 24.
    # .   5,625 (75x75)   spheres 16.1 FPS,  235 chunk buffers of length 24.
    # .  10,000 (100x100) spheres  0.5 FPS?!, 414 chunk buffers of length 24.
    #      Has to be <= 250 chunks for constant memory transforms?
    # .  10,000 (100x100) spheres 11.8 FPS, 50 chunk buffers of length 200.
    #      After a minute of startup.
    # .  10,000 (100x100) spheres 9.3 FPS, 200 chunk buffers of length 50.
    #      After a few minutes of startup.
    # Subcase 8.2: CSDLs in a DrawingSet with transforms. (Pass-through.)
    # .  10,000 (100x100) spheres  11.5 FPS, 50 chunk buffers of length 200.
    #
    # Subcase 8.1: CSDLs in a DrawingSet.  (First HunkBuffer version.)
    # Measured with auto-rotate on, ignoring startup and occasional outliers.
    # As before, on a 2 core, 2.4 GHz Intel MacBook Pro with GeForce 8600M GT.
    # HUNK_SIZE = 10000
    # .   2,500 (50x50)   spheres 140-200 FPS, 105 chunks of length 24.
    # .   5,625 (75x75)   spheres 155-175 FPS, 235 chunks of length 24.
    # .  10,000 (100x100) spheres 134-145 FPS, 50 chunks of length 200.
    # .  10,000 (100x100) spheres 130-143 FPS, 200 chunks of length 50.
    # .  10,000 (100x100) spheres 131-140 FPS, 1,250 chunks of length 8.
    #      Chunks are gathered into hunk buffers, so no chunk size speed diff.
    # .  17,424 (132x132) spheres 134-140 FPS, 88 chunks of length 200.
    # .  17,424 (132x132) spheres 131-140 FPS, 2,178 chunks of length 8.
    # HUNK_SIZE = 20000
    # .  17,424 (132x132) spheres 131-140 FPS, 88 chunks of length 200.
    # .  17,424 (132x132) spheres 130-141 FPS, 2,178 chunks of length 8.
    # HUNK_SIZE = 10000
    # .  40,000 (200x200) spheres 77.5-82.8 FPS, 5,000 chunks of length 8.
    # .  90,000 (300x300) spheres 34.9-42.6 FPS, 11,2500 chunks of length 8.
    #      Spheres are getting down to pixel size, causing moire patterns.
    #      Rotate the sphere-array off-axis 45 degrees to minimize.
    #      (Try adding multi-sampled anti-aliasing, to the drawing test...)
    # . 160,000 (400x400) spheres 26.4-27.1 FPS, 20,000 chunks of length 8.
    # . 250,000 (500x500) spheres 16.8-17.1 FPS, 31,250 chunks of length 8.
    #      The pattern is getting too large, far-clipping is setting in.
    # . 360,000 (600x600) spheres 11.6-11.8 FPS, 45,000 chunks of length 8.
    #      Extreme far-clipping in the drawing test pattern.
    # HUNK_SIZE = 20000; no significant speed-up.
    # .  40,000 (200x200) spheres 75.9-81.5 FPS,  5,000 chunks of length 8.
    # .  90,000 (300x300) spheres 41.2-42.4 FPS, 11,250 chunks of length 8.
    #      Spheres are getting down to pixel size, causing moire patterns.
    # . 160,000 (400x400) spheres 26.5-26.9 FPS, 20,000 chunks of length 8.
    # . 250,000 (500x500) spheres 16.5-17.1 FPS, 31,250 chunks of length 8.
    # . 360,000 (600x600) spheres 11.8-12.1 FPS, 45,000 chunks of length 8.
    # HUNK_SIZE = 5000; no significant slowdown or CPU load difference.
    # .  40,000 (200x200) spheres 81.0-83.8 FPS,  5,000 chunks of length 8.
    # . 160,000 (400x400) spheres 27.3-29.4 FPS, 20,000 chunks of length 8.
    # . 360,000 (600x600) spheres 11.7-12.1 FPS, 45,000 chunks of length 8.
    #
    # Retest after updating MacOS to 10.5.5, with TestGraphics, HUNK_SIZE = 5000
    # .  40,000 (200x200) spheres 68.7-74.4 FPS,  5,000 chunks of length 8.
    # .  90,000 (300x300) spheres 39.4-42.0 FPS, 11,250 chunks of length 8.
    # . 160,000 (400x400) spheres 24.4-25.2 FPS, 20,000 chunks of length 8.
    # Retest with glMultiDrawElements drawing indexes in use, HUNK_SIZE = 5000
    # .  40,000 (200x200) spheres 52.8-54.4 FPS,  5,000 chunks of length 8.
    # .  90,000 (300x300) spheres 22.8-23.3 FPS, 11,250 chunks of length 8.
    # . 160,000 (400x400) spheres 13.5-15.2 FPS, 20,000 chunks of length 8.
    #
    # Retest with reworked halo/sphere shader, HUNK_SIZE = 5000     [setup time]
    # .  17,424 (132x132) spheres 52.8-53.7 FPS,  2,178 chunks of length 8. [60]
    # .  40,000 (200x200) spheres 29.3-30.4 FPS,  5,000 chunks of length 8.[156]
    # .  90,000 (300x300) spheres 18.2-19.2 FPS, 11,250 chunks of length 8.[381]
    # . 160,000 (400x400) spheres 10.2-11.6 FPS, 20,000 chunks of length 8.[747]
    # Billboard drawing patterns instead of cubes, HUNK_SIZE = 5000 [setup time]
    # .  17,424 (132x132) spheres 49.7-55.7 FPS,  2,178 chunks of length 8. [35]
    # .  40,000 (200x200) spheres 39.6-40.8 FPS,  5,000 chunks of length 8. [88]
    # .  90,000 (300x300) spheres 18.9-19.5 FPS, 11,250 chunks of length 8.[225]
    # . 160,000 (400x400) spheres 11.2-11.7 FPS, 20,000 chunks of length 8.[476]
    #
    elif int(testCase) == 8:
        doTransforms = False
        doCylinders = False
        if test_spheres is None:
            # Setup.
            print ("Test case 8, %d^2 primitives\n  %s, length %d." %
                   (nSpheres, "Short VBO/IBO chunk buffers", chunkLength))
            if testCase == 8.1:
                print ("Sub-test 8.1, sphere chunks are in CSDL's in a DrawingSet.")
                test_DrawingSet = DrawingSet()
            elif testCase == 8.2:
                print ("Sub-test 8.2, spheres, rotate with TransformControls.")
                test_DrawingSet = DrawingSet()
                doTransforms = True
            elif testCase == 8.3:
                print ("Sub-test 8.3, cylinder chunks are in CSDL's in a DrawingSet.")
                test_DrawingSet = DrawingSet()
                doCylinders = True
                pass
            if test_DrawingSet:
                # note: doesn't happen in test 8.0, which causes a bug then. [bruce 090223 comment]
                print "constructed test_DrawingSet =", test_DrawingSet

            if USE_GRAPHICSMODE_DRAW:
                print ("Use graphicsMode.Draw_model for DrawingSet in paintGL.")
                pass

            t1 = time.time()

            if doTransforms:
                # Provide several TransformControls to test separate action.
                global numTCs, TCs
                numTCs = 3
                TCs = [TransformControl() for i in range(numTCs)]
                pass

            def primCSDL(centers, radii, colors):
                if not doTransforms:
                    csdl = ColorSortedDisplayList() # Transformless.
                else:
                    # Test pattern for TransformControl usage - vertical columns
                    # of TC domains, separated by X coord of first center point.
                    # Chunking will be visible when transforms are changed.
                    xCoord = centers[0][0] - start_pos[0] # Negate centering X.
                    xPercent = (xCoord /
                                (nSpheres + nSpheres/10 +
                                 nSpheres/100 - 1 + (nSpheres <= 1)))
                    xTenth = int(xPercent * 10 + .5)
                    csdl = ColorSortedDisplayList(TCs[xTenth % numTCs])
                    pass

                # Test selection using the CSDL glname.
                ColorSorter.pushName(csdl.glname)
                ColorSorter.start(glpane, csdl)
                for (color, center, radius) in zip(colors, centers, radii):
                    if not doCylinders:
                        # Through ColorSorter to the sphere primitive buffer...
                        drawsphere(color, center, radius,
                                   DRAWSPHERE_DETAIL_LEVEL)
                    else:
                        # Through ColorSorter to cylinder primitive buffer...
                        if not drawing_globals.cylinderShader_available():
                            print "warning: not cylinderShader_available(), error is likely:"
                        if (True and  # Whether to do tapered shader-cylinders.
                            # Display List cylinders don't support taper.
                            glpane.glprefs.cylinderShader_desired()):
                            ###cylRad = (radius/2.0, (.75-radius)/2.0)
                            cylRad = (radius/1.5 - .167, .3 - radius/1.5)
                        else:
                            cylRad = radius/2.0
                            pass
                        endPt2 = center + V(0.5, 0.0, 0.0) # 0.5, -0.5)
                        drawcylinder(color, center, endPt2, cylRad)
                        global test_endpoints
                        test_endpoints += [(center, endPt2)]
                        pass
                    continue
                ColorSorter.popName()
                ColorSorter.finish(draw_now = True)

                test_DrawingSet.addCSDL(csdl)
                return csdl

            if testCase == 8:
                #bruce 090223 revised to try to avoid traceback
                def chunkFn(centers, radii, colors):
                    res = GLSphereBuffer()
                    res.addSpheres(centers, radii, colors, None, None)
                    return res
                pass
            else:
                chunkFn = primCSDL
                pass

            test_spheres = []
            radius = .5
            centers = []
            radii = []
            colors = []
            global test_endpoints
            test_endpoints = []

            for x in range(nSpheres):
                for y in range(nSpheres):
                    centers += [sphereLoc(x, y)]

                    # Sphere radii progress from 3/4 to full size.
                    t = float(x+y)/(nSpheres+nSpheres) # 0 to 1 fraction.
                    thisRad = radius * (.5 + t*.5)
                    radii += [thisRad]

                    # Colors progress from red to blue.
                    colors += [rainbow(t)]

                    # Put out short chunk buffers.
                    if len(centers) >= chunkLength:
                        test_spheres += [
                            chunkFn(centers, radii, colors) ]
                        centers = []
                        radii = []
                        colors = []
                    continue
                continue
            # Remainder fraction buffer.
            if len(centers):
                test_spheres += [chunkFn(centers, radii, colors)]
                pass
            print "Setup time", time.time() - t1, "seconds."
            print "%d chunk buffers" % len(test_spheres)
            pass
        elif not initOnly: # Run.
            test_Draw_8x(glpane)
        pass
    elif testCase == 100: #bruce 090102
        # before making more of these, modularize it somehow
        from commands.TestGraphics.test_selection_redraw import test_selection_redraw
        test_class = test_selection_redraw
        params = ( nSpheres, )
            # note: test size is not directly comparable to other tests with same value of nSpheres
        if test_Object is None \
           or not isinstance(test_Object, test_class) \
           or test_Object.current_params() != params: # review: same_vals?
            # Setup.
            if test_Object:
                test_Object.destroy()
            test_Object = test_class(*params)
            test_Object.activate()
            print test_Object
            pass
        # review: safe to change elif to if? not sure, GL state is only initialized below
        elif not initOnly: # Run.
            test_Object.draw_complete()
            pass
        pass

    if not initOnly:
        glMatrixMode(GL_MODELVIEW)
        glFlush()
        pass

    first_time = False
    return
Beispiel #8
0
 def __init__(self, transformControl = None):
     self.csdl = ColorSortedDisplayList(transformControl)
         # self.csdl is a public attribute, see class docstring
     self.comparator = self._comparator_class()
     self.before_client_main_recompile() # get ready right away
     return
Beispiel #9
0
class ExtraChunkDisplayList(object, SubUsageTrackingMixin):
    """
    Abstract class. Subclass must define method
    _construct_args_for_drawing_functions.

    Has a public member, self.csdl, whose value is a
    ColorSortedDisplayList used for doing some kind of extra
    drawing associated with a ChunkDrawer,
    but not drawn as part of its main CSDL.

    Also holds the state that determines whether self.csdl is invalid,
    and under what conditions it will remain valid.
    
    Helps figure out when to invalidate it, redraw it, etc.

    External code can call self.csdl.draw(), but only when it knows
    that self.csdl is already valid. This probably means, only when
    highlighting self after it's already been drawn during the same frame.

    @note: there is a cooperating object Chunk_SpecialDrawingHandler
           which knows about storing our instances in a
           ChunkDrawer.extra_displists attribute, but this class itself
           (or its subclass, so far) knows nothing about where they are stored.
    """
    
    # class constants
    
    # Subclass must override, with a subclass of UsedValueTrackerAndComparator.
    _comparator_class = None
    
    # default values of instance variables
    
    ## valid = False -- WRONG, we use self.comparator.valid for this.

    def __init__(self, transformControl = None):
        self.csdl = ColorSortedDisplayList(transformControl)
            # self.csdl is a public attribute, see class docstring
        self.comparator = self._comparator_class()
        self.before_client_main_recompile() # get ready right away
        return

    def deallocate_displists(self):
        self.csdl.deallocate_displists()
    
    def updateTransform(self):
        self.csdl.updateTransform()

    # == methods related to the client compiling its *main* display list
    # (not this extra one, but that's when it finds out what goes into
    #  this extra one, or that it needs it at all)
    
    def before_client_main_recompile(self): #e rename?
        self._drawing_functions = []
        return
    
    # During client main recompile.
    def add_another_drawing_function(self, func):
        self._drawing_functions.append( func)
        return

    def after_client_main_recompile(self): #e rename?
        ### todo: CALL THIS (when I figure out where to call it from)
        # (not urgent until it needs to do something)
        return

    # == methods for drawing self (with or without recompiling)

    def draw_but_first_recompile_if_needed(
        self,
        glpane,
        selected = False,
        highlighted = False,
        wantlist = True,
        draw_now = True ):
        """
        Recompile self as needed, then (unless draw_now = False) draw.
        Only make internal display lists (in cases where we need to remake them)
        if wantlist is true; otherwise draw_now is required.

        @param selected: whether to draw in selected or plain style. (The same
          csdl handles both.)

        @param highlighted: whether to draw highlighted, or not. (The same csdl
          handles both.)
        """
        graphicsMode = glpane.graphicsMode
            # note: ThumbView lacks this attribute;
            # for now, client code in ChunkDrawer worries about this,
            # and won't call us then. [bruce 080606 comment]
        context = graphicsMode
        if self.comparator.do_we_need_to_recompute(context):
            # maybe: also compare havelist, if some data not tracked
            if DEBUG_COMPARATOR:
                print "_draw_by_remaking in %r; valid = %r" % \
                      (self, self.comparator.valid)
            self._draw_by_remaking(glpane, selected, highlighted, wantlist, draw_now)
        elif draw_now:
            if DEBUG_COMPARATOR:
                print "_draw_by_reusing in %r" % self
            self._draw_by_reusing(glpane, selected, highlighted)
        return

    def _draw_by_remaking(self, glpane, selected, highlighted, wantlist, draw_now):
        """
        """
        # modified from similar code in ChunkDrawer.draw
        assert not (not wantlist and not draw_now)
        if wantlist:
            match_checking_code = self.begin_tracking_usage()
                # note: method defined in superclass, SubUsageTrackingMixin
            ColorSorter.start(glpane, self.csdl, selected)
                ### REVIEW: is selected arg needed? guess yes,
                # since .finish will draw it based on the csdl state
                # which is determined by that arg. If so, this point needs
                # correcting in the docstring for csdl.draw().
        self.comparator.before_recompute()
        try:
            self._do_drawing()
        except:
            print_compact_traceback(
                "bug: exception in %r._do_drawing, skipping the rest: " % self)
            self.comparator.after_recompute()
                # note: sets self.comparator.valid (in spite of error)
            pass
        else:
            self.comparator.after_recompute()
        if wantlist:
            ColorSorter.finish(draw_now = draw_now)
            # needed by self._invalidate_display_lists for gl_update
            self._glpane = glpane
            self.end_tracking_usage( match_checking_code,
                                     self._invalidate_display_lists )
        return

    def _draw_by_reusing(self, glpane, selected, highlighted):
        """
        @see: self.draw
        """
        self.csdl.draw(selected = selected, highlighted = highlighted)
        return

    def draw(self, **kws): #bruce 090224; probably not needed or ever called
        """
        Draw self, accepting the same keyword args that CSDL.draw does.

        @note: doesn't remake us, or notice any error, if we need remaking.
        
        @see: self._draw_by_reusing (which doesn't take all the args we do)
        """
        self.csdl.draw(**kws)
        return
    
    # ==

    def invalidate(self):
        self.comparator.invalidate()
        return

    def _invalidate_display_lists(self):
        """
        This is meant to be called when something whose usage we tracked
        (while making our display list) next changes.
        """
        # print "fyi: called %r._invalidate_display_lists" % self # this happens
        self.invalidate()
        self._glpane.gl_update() # self._glpane should always exist
        return
    
    # ==
    
    def _do_drawing(self):
        # drawsphere(...), drawcylinder(...), drawpolycone(...), and so on.
        args = self._construct_args_for_drawing_functions()
        for func in self._drawing_functions:
            func(*args)
        return

    def _construct_args_for_drawing_functions(self):
        assert 0, "subclass must implement"
    
    pass # end of class ExtraChunkDisplayList
Beispiel #10
0
def test_drawing(glpane, initOnly=False):
    """
    When TEST_DRAWING is enabled at the start of
    graphics/widgets/GLPane_rendering_methods.py,
    and when TestGraphics_Command is run (see its documentation
    for various ways to do that),
    this file is loaded and GLPane.paintGL() calls the
    test_drawing() function instead of the usual body of paintGL().
    """
    # WARNING: this duplicates some code with test_Draw_model().

    # Load the sphere shaders if needed.
    global _USE_SHADERS
    if _USE_SHADERS:
        if not drawing_globals.test_sphereShader:
            print "test_drawing: Loading sphere shaders."

            try:
                from graphics.drawing.gl_shaders import GLSphereShaderObject
                drawing_globals.test_sphereShader = GLSphereShaderObject()
                ##### REVIEW: is this compatible with my refactoring in drawing_globals?
                # If not, use of Test Graphics Performance command might cause subsequent
                # bugs in other code. Ideally we'd call the new methods that encapsulate
                # this, to setup shaders. [bruce 090304 comment]

                print "test_drawing: Sphere-shader initialization is complete.\n"
            except:
                _USE_SHADERS = False
                print "test_drawing: Exception while loading sphere shaders, will reraise and not try again"
                raise
            pass

    global start_pos, first_time

    if first_time:
        # Set up the viewing scale, but then let interactive zooming work.
        glpane.scale = nSpheres * .6
        pass

    # This same function gets called to set up for drawing, and to draw.
    if not initOnly:
        glpane._setup_modelview()
        glpane._setup_projection()
        ##glpane._compute_frustum_planes()

        glClearColor(64.0, 64.0, 64.0, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT
                | GL_STENCIL_BUFFER_BIT)
        ##glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )

        glMatrixMode(GL_MODELVIEW)
        pass

    global test_csdl, test_dl, test_dls, test_ibo, test_vbo, test_spheres
    global test_DrawingSet, test_endpoints, test_Object

    # See below for test case descriptions and timings on a MacBook Pro.
    # The Qt event toploop in NE1 tops out at about 60 frames-per-second.

    # NE1 with test toploop, single CSDL per draw (test case 1)
    # . 17,424 spheres (132x132, through the color sorter) 4.8 FPS
    #   Russ 080919: More recently, 12.2 FPS.
    # . Level 2 spheres have 9 triangles x 20 faces, 162 distinct vertices,
    #   visited on the average 2.3 times, giving 384 tri-strip vertices.
    # . 17,424 spheres is 6.7 million tri-strip vertices.  (6,690,816)
    if testCase == 1:
        if test_csdl is None:
            print("Test case 1, %d^2 spheres\n  %s." %
                  (nSpheres, "ColorSorter"))

            test_csdl = ColorSortedDisplayList()
            ColorSorter.start(None, test_csdl)
            drawsphere(
                [0.5, 0.5, 0.5],  # color
                [0.0, 0.0, 0.0],  # pos
                .5,  # radius
                DRAWSPHERE_DETAIL_LEVEL,
                testloop=nSpheres)
            ColorSorter.finish(draw_now=True)
            pass
        else:
            test_csdl.draw()
        pass

    # NE1 with test toploop, single display list per draw (test case 2)
    # . 10,000 spheres (all drawing modes) 17.5 FPS
    # . 17,424 spheres (132x132, manual display list) 11.1 FPS
    # . 40,000 spheres (mode 5 - VBO/IBO spheres from DL's) 2.2 FPS
    # . 40,000 spheres (mode 6 - Sphere shaders from DL's) 2.5 FPS
    # . 90,000 spheres (all drawing modes) 1.1 FPS
    elif testCase == 2:
        if test_dl is None:
            print("Test case 2, %d^2 spheres\n  %s." %
                  (nSpheres, "One display list calling primitive dl's"))

            test_dl = glGenLists(1)
            glNewList(test_dl, GL_COMPILE_AND_EXECUTE)
            drawsphere_worker_loop((
                [0.0, 0.0, 0.0],  # pos
                .5,  # radius
                DRAWSPHERE_DETAIL_LEVEL,
                nSpheres))
            glEndList()
            pass
        else:
            glColor3i(127, 127, 127)
            glCallList(test_dl)
        pass

    # NE1 with test toploop, one big chunk VBO/IBO of box quads (test case 3)
    # .  17,424 spheres (1 box/shader draw call) 43.7 FPS
    # .  17,424 spheres (1 box/shader draw call w/ rad/ctrpt attrs) 57.7 FPS
    # .  40,000 spheres (1 box/shader draw call w/ rad/ctrpt attrs) 56.7 FPS
    # .  90,000 spheres (1 box/shader draw call w/ rad/ctrpt attrs) 52.7 FPS
    # . 160,000 spheres (1 box/shader draw call w/ rad/ctrpt attrs) 41.4 FPS
    # . 250,000 spheres (1 box/shader draw call w/ rad/ctrpt attrs) 27.0 FPS
    elif int(testCase) == 3:
        doTransforms = False
        if test_spheres is None:
            print("Test case 3, %d^2 spheres\n  %s." %
                  (nSpheres, "One big VBO/IBO chunk buffer"))
            if testCase == 3.1:
                print("Sub-test 3.1, animate partial updates.")
            elif testCase == 3.2:
                print("Sub-test 3.2, animate partial updates" +
                      " w/ C per-chunk array buffering.")
            elif testCase == 3.3:
                print("Sub-test 3.3, animate partial updates" +
                      " w/ Python array buffering.")
            # . 3.4 - Big batch draw, with transforms indexed by IDs added.
            #   (Second FPS number with debug colors in the vertex shader off.)
            #   - 90,000 (300x300) spheres, TEXTURE_XFORMS = True, 26(29) FPS
            #   - 90,000 (300x300) spheres, N_CONST_XFORMS = 250, 26(29) FPS
            #   - 90,000 (300x300) spheres, N_CONST_XFORMS = 275, 0.3(0.6) FPS
            #     (What happens after 250?  CPU usage goes from 40% to 94%.)
            #   -160,000 (400x400) spheres, TEXTURE_XFORMS = True, 26 FPS
            #   -250,000 (500x500) spheres, TEXTURE_XFORMS = True, 26 FPS
            elif testCase == 3.4:
                print("Sub-test 3.4, add transforms indexed by IDs.")
                from graphics.drawing.gl_shaders import TEXTURE_XFORMS
                from graphics.drawing.gl_shaders import N_CONST_XFORMS
                from graphics.drawing.gl_shaders import UNIFORM_XFORMS
                if TEXTURE_XFORMS:
                    print "Transforms in texture memory."
                elif UNIFORM_XFORMS:
                    print "%d transforms in uniform memory." % N_CONST_XFORMS
                    pass
                else:
                    print "transforms not supported, error is likely"
                doTransforms = True
                pass

            centers = []
            radius = .5
            radii = []
            colors = []
            if not doTransforms:
                transformIDs = None
            else:
                transformIDs = []
                transformChunkID = -1  # Allocate IDs sequentially from 0.
                # For this test, allow arbitrarily chunking the primitives.
                primCounter = transformChunkLength
                transforms = []  # Accumulate transforms as a list of lists.

                # Initialize transforms with an identity matrix.
                # Transforms here are lists (or Numpy arrays) of 16 numbers.
                identity = ([1.0] + 4 * [0.0]) * 3 + [1.0]
                pass
            for x in range(nSpheres):
                for y in range(nSpheres):
                    centers += [sphereLoc(x, y)]

                    # Sphere radii progress from 3/4 to full size.
                    t = float(x + y) / (nSpheres + nSpheres
                                        )  # 0 to 1 fraction.
                    thisRad = radius * (.75 + t * .25)
                    radii += [thisRad]

                    # Colors progress from red to blue.
                    colors += [rainbow(t)]

                    # Transforms go into a texture memory image if needed.
                    # Per-primitive Transform IDs go into an attribute VBO.
                    if doTransforms:
                        primCounter = primCounter + 1
                        if primCounter >= transformChunkLength:
                            # Start a new chunk, allocating a transform matrix.
                            primCounter = 0
                            transformChunkID += 1
                            if 0:  # 1
                                # Debug hack: Label mat[0,0] with the chunk ID.
                                # Vertex shader debug code shows these in blue.
                                # If viewed as geometry, it will be a slight
                                # stretch of the array in the X direction.
                                transforms += [
                                    [1.0 + transformChunkID / 100.0] +
                                    identity[1:]
                                ]
                            elif 0:  # 1
                                # Debug hack: Fill mat with mat.element pattern.
                                transforms += [[
                                    transformChunkID + i / 100.0
                                    for i in range(16)
                                ]]
                            else:
                                transforms += [identity]
                                pass
                            pass
                        # All of the primitives in a chunk have the same ID.
                        transformIDs += [transformChunkID]
                        pass

                    continue
                continue
            test_spheres = GLSphereBuffer()
            test_spheres.addSpheres(centers, radii, colors, transformIDs, None)
            if doTransforms:
                print("%d primitives in %d transform chunks of size <= %d" %
                      (nSpheres * nSpheres, len(transforms),
                       transformChunkLength))
                shader = drawing_globals.test_sphereShader
                shader.setupTransforms(transforms)
            pass
        else:
            shader = drawing_globals.test_sphereShader
            shader.configShader(glpane)

            # Update portions for animation.
            pulse = time.time()
            pulse -= floor(pulse)  # 0 to 1 in each second

            # Test animating updates on 80% of the radii in 45% of the columns.

            # . 3.1 - Update radii Python array per-column, send to graphics RAM.
            #   -  2,500 (50x50)   spheres 55 FPS
            #   - 10,000 (100x100) spheres 35 FPS
            #   - 17,424 (132x132) spheres 22.2 FPS
            #   - 40,000 (200x200) spheres 12.4 FPS
            #   - 90,000 (300x300) spheres  6.0 FPS
            if testCase == 3.1:
                # Not buffered, send each column change.
                radius = .5
                margin = nSpheres / 10
                for x in range(margin, nSpheres, 2):
                    radii = []
                    for y in range(margin, nSpheres - margin):
                        t = float(x + y) / (nSpheres + nSpheres
                                            )  # 0 to 1 fraction.
                        # Sphere radii progress from 3/4 to full size.
                        thisRad = radius * (.75 + t * .25)
                        phase = pulse + float(x + y) / nSpheres
                        radii += 8 * [thisRad - .1 + .1 * sin(phase * 2 * pi)]
                        continue
                    C_radii = numpy.array(radii, dtype=numpy.float32)
                    offset = x * nSpheres + margin
                    test_spheres.radii_vbo.update(offset * 8, C_radii)
                    continue
                pass

            # . 3.2 - Numpy buffered in C array, subscript assignments to C.
            #   -  2,500 (50x50)   spheres 48 FPS
            #   - 10,000 (100x100) spheres 17.4 FPS
            #   - 17,424 (132x132) spheres 11.2 FPS
            #   - 40,000 (200x200) spheres  5.5 FPS
            #   - 90,000 (300x300) spheres  2.5 FPS
            elif testCase == 3.2:
                # Buffered per-chunk at the C array level.
                radius = .5
                margin = nSpheres / 10
                global C_array
                if C_array is None:
                    # Replicate.
                    C_array = numpy.zeros((8 * (nSpheres - (2 * margin)), ),
                                          dtype=numpy.float32)
                    pass
                for x in range(margin, nSpheres, 2):
                    count = 0
                    for y in range(margin, nSpheres - margin):
                        t = float(x + y) / (nSpheres + nSpheres
                                            )  # 0 to 1 fraction.
                        # Sphere radii progress from 3/4 to full size.
                        thisRad = radius * (.75 + t * .25)
                        phase = pulse + float(x + y) / nSpheres
                        C_array[count*8:(count+1)*8] = \
                            thisRad-.1 + .1*sin(phase * 2*pi)
                        count += 1
                        continue
                    offset = x * nSpheres + margin
                    test_spheres.radii_vbo.update(offset * 8, C_array)
                    continue
                pass

            # . 3.3 - updateRadii in Python array, copy via C to graphics RAM.
            #   -  2,500 (50x50)   spheres 57 FPS
            #   - 10,000 (100x100) spheres 32 FPS
            #   - 17,424 (132x132) spheres 20 FPS
            #   - 40,000 (200x200) spheres 10.6 FPS
            #   - 90,000 (300x300) spheres  4.9 FPS
            elif testCase == 3.3:
                # Buffered at the Python level, batch the whole-array update.
                radius = .5
                margin = nSpheres / 10
                for x in range(margin, nSpheres, 2):
                    radii = []
                    for y in range(margin, nSpheres - margin):
                        t = float(x + y) / (nSpheres + nSpheres
                                            )  # 0 to 1 fraction.
                        # Sphere radii progress from 3/4 to full size.
                        thisRad = radius * (.75 + t * .25)
                        phase = pulse + float(x + y) / nSpheres
                        radii += [thisRad - .1 + .1 * sin(phase * 2 * pi)]
                        continue

                    test_spheres.updateRadii(  # Update, but don't send yet.
                        x * nSpheres + margin,
                        radii,
                        send=False)
                    continue
                test_spheres.sendRadii()
                pass

            # Options: color = [0.0, 1.0, 0.0], transform_id = 1, radius = 1.0
            test_spheres.draw()
        pass

    # NE1 with test toploop, separate sphere VBO/IBO box/shader draws (test case 4)
    # . 17,424 spheres (132x132 box/shader draw quads calls) 0.7 FPS
    elif testCase == 4:
        if test_ibo is None:
            print("Test case 4, %d^2 spheres\n  %s." %
                  (nSpheres,
                   "Separate VBO/IBO shader/box buffer sphere calls, no DL"))

            # Collect transformed bounding box vertices and offset indices.
            # Start at the lower-left corner, offset so the whole pattern comes
            # up centered on the origin.
            cubeVerts = drawing_globals.shaderCubeVerts
            cubeIndices = drawing_globals.shaderCubeIndices

            C_indices = numpy.array(cubeIndices, dtype=numpy.uint32)
            test_ibo = GLBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, C_indices,
                                      GL_STATIC_DRAW)
            test_ibo.unbind()

            C_verts = numpy.array(cubeVerts, dtype=numpy.float32)
            test_vbo = GLBufferObject(GL_ARRAY_BUFFER_ARB, C_verts,
                                      GL_STATIC_DRAW)
            test_vbo.unbind()
            pass
        else:
            drawing_globals.test_sphereShader.configShader(glpane)

            glEnableClientState(GL_VERTEX_ARRAY)

            test_vbo.bind()  # Vertex data comes from the vbo.
            glVertexPointer(3, GL_FLOAT, 0, None)

            drawing_globals.test_sphereShader.setActive(True)
            glDisable(GL_CULL_FACE)

            glColor3i(127, 127, 127)
            test_ibo.bind()  # Index data comes from the ibo.
            for x in range(nSpheres):
                for y in range(nSpheres):
                    # From drawsphere_worker_loop().
                    pos = start_pos + (x+x/10+x/100) * V(1, 0, 0) + \
                          (y+y/10+y/100) * V(0, 1, 0)
                    radius = .5

                    glPushMatrix()
                    glTranslatef(pos[0], pos[1], pos[2])
                    glScale(radius, radius, radius)

                    glDrawElements(GL_QUADS, 6 * 4, GL_UNSIGNED_INT, None)

                    glPopMatrix()
                    continue
                continue

            drawing_globals.test_sphereShader.setActive(False)
            glEnable(GL_CULL_FACE)

            test_ibo.unbind()
            test_vbo.unbind()
            glDisableClientState(GL_VERTEX_ARRAY)
        pass

    # NE1 with test toploop,
    # One DL around separate VBO/IBO shader/box buffer sphere calls (test case 5)
    # . 17,424 spheres (1 box/shader DL draw call) 9.2 FPS
    elif testCase == 5:
        if test_dl is None:
            print("Test case 5, %d^2 spheres\n  %s." % (
                nSpheres,
                "One DL around separate VBO/IBO shader/box buffer sphere calls"
            ))

            # Collect transformed bounding box vertices and offset indices.
            # Start at the lower-left corner, offset so the whole pattern comes
            # up centered on the origin.
            cubeVerts = drawing_globals.shaderCubeVerts
            cubeIndices = drawing_globals.shaderCubeIndices

            C_indices = numpy.array(cubeIndices, dtype=numpy.uint32)
            test_ibo = GLBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, C_indices,
                                      GL_STATIC_DRAW)
            test_ibo.unbind()

            C_verts = numpy.array(cubeVerts, dtype=numpy.float32)
            test_vbo = GLBufferObject(GL_ARRAY_BUFFER_ARB, C_verts,
                                      GL_STATIC_DRAW)
            test_vbo.unbind()

            # Wrap a display list around the draws.
            test_dl = glGenLists(1)
            glNewList(test_dl, GL_COMPILE_AND_EXECUTE)

            glEnableClientState(GL_VERTEX_ARRAY)

            test_vbo.bind()  # Vertex data comes from the vbo.
            glVertexPointer(3, GL_FLOAT, 0, None)

            drawing_globals.test_sphereShader.setActive(True)
            glDisable(GL_CULL_FACE)

            glColor3i(127, 127, 127)
            test_ibo.bind()  # Index data comes from the ibo.
            for x in range(nSpheres):
                for y in range(nSpheres):
                    # From drawsphere_worker_loop().
                    pos = start_pos + (x+x/10+x/100) * V(1, 0, 0) + \
                          (y+y/10+y/100) * V(0, 1, 0)
                    radius = .5

                    glPushMatrix()
                    glTranslatef(pos[0], pos[1], pos[2])
                    glScale(radius, radius, radius)

                    glDrawElements(GL_QUADS, 6 * 4, GL_UNSIGNED_INT, None)

                    glPopMatrix()
                    continue
                continue

            drawing_globals.test_sphereShader.setActive(False)
            glEnable(GL_CULL_FACE)

            test_ibo.unbind()
            test_vbo.unbind()
            glDisableClientState(GL_VERTEX_ARRAY)

            glEndList()
        else:
            glColor3i(127, 127, 127)
            glCallList(test_dl)
            pass
        pass

    # NE1 with test toploop,
    # N column DL's around VBO/IBO shader/box buffer sphere calls (test case 6)
    # .   2,500 (50x50)   spheres 58 FPS
    # .  10,000 (100x100) spheres 57 FPS
    # .  17,424 (132x132) spheres 56 FPS
    # .  40,000 (200x200) spheres 50 FPS
    # .  90,000 (300x300) spheres 28 FPS
    # . 160,000 (400x400) spheres 16.5 FPS
    # . 250,000 (500x500) spheres  3.2 FPS
    elif testCase == 6:
        if test_dls is None:
            print("Test case 6, %d^2 spheres\n  %s." %
                  (nSpheres,
                   "N col DL's around VBO/IBO shader/box buffer sphere calls"))

            # Wrap n display lists around the draws (one per column.)
            test_dls = glGenLists(
                nSpheres)  # Returns ID of first DL in the set.
            test_spheres = []
            for x in range(nSpheres):
                centers = []
                radius = .5
                radii = []
                colors = []
                # Each column is relative to its bottom sphere location.  Start
                # at the lower-left corner, offset so the whole pattern comes up
                # centered on the origin.
                start_pos = V(0, 0, 0)  # So it doesn't get subtracted twice.
                pos = sphereLoc(x, 0) - V(nSpheres / 2.0, nSpheres / 2.0, 0)
                for y in range(nSpheres):
                    centers += [sphereLoc(0, y)]

                    # Sphere radii progress from 3/4 to full size.
                    t = float(x + y) / (nSpheres + nSpheres
                                        )  # 0 to 1 fraction.
                    thisRad = radius * (.75 + t * .25)
                    radii += [thisRad]

                    # Colors progress from red to blue.
                    colors += [rainbow(t)]
                    continue
                test_sphere = GLSphereBuffer()
                test_sphere.addSpheres(centers, radii, colors, None, None)
                test_spheres += [test_sphere]

                glNewList(test_dls + x, GL_COMPILE_AND_EXECUTE)
                glPushMatrix()
                glTranslatef(pos[0], pos[1], pos[2])

                test_sphere.draw()

                glPopMatrix()
                glEndList()
                continue
            pass
        else:
            shader = drawing_globals.test_sphereShader
            shader.configShader(glpane)  # Turn the lights on.
            for x in range(nSpheres):
                glCallList(test_dls + x)
                continue
            pass
        pass

    # NE1 with test toploop,
    # N column VBO sets of shader/box buffer sphere calls (test case 7)
    # .   2,500 (50x50)   spheres 50 FPS
    # .  10,000 (100x100) spheres 30.5 FPS
    # .  17,424 (132x132) spheres 23.5 FPS
    # .  40,000 (200x200) spheres 16.8 FPS
    # .  90,000 (300x300) spheres 10.8 FPS
    # . 160,000 (400x400) spheres  9.1 FPS
    # . 250,000 (500x500) spheres  7.3 FPS
    elif testCase == 7:
        if test_spheres is None:
            print("Test case 7, %d^2 spheres\n  %s." %
                  (nSpheres, "Per-column VBO/IBO chunk buffers"))
            test_spheres = []
            for x in range(nSpheres):
                centers = []
                radius = .5
                radii = []
                colors = []
                for y in range(nSpheres):
                    centers += [sphereLoc(x, y)]

                    # Sphere radii progress from 3/4 to full size.
                    t = float(x + y) / (nSpheres + nSpheres
                                        )  # 0 to 1 fraction.
                    thisRad = radius * (.75 + t * .25)
                    radii += [thisRad]

                    # Colors progress from red to blue.
                    colors += [rainbow(t)]
                    continue
                _spheres1 = GLSphereBuffer()
                _spheres1.addSpheres(centers, radii, colors, None, None)
                test_spheres += [_spheres1]
                continue
            pass
        else:
            shader = drawing_globals.test_sphereShader
            shader.configShader(glpane)
            for chunk in test_spheres:
                chunk.draw()
        pass

    # NE1 with test toploop,
    # Short chunk VBO sets of shader/box buffer sphere calls (test case 8)
    # .     625 (25x25)   spheres 30 FPS,     79 chunk buffers of length 8.
    # .   2,500 (50x50)   spheres 13.6 FPS,  313 chunk buffers of length 8.
    # .  10,000 (100x100) spheres  6.4 FPS,  704 chunk buffers of length 8.
    # .  10,000 (100x100) spheres  3.3 FPS, 1250 chunk buffers of length 8.
    # .  17,424 (132x132) spheres  2.1 FPS, 2178 chunk buffers of length 8.
    # .   2,500 (50x50)   spheres 33.5 FPS,  105 chunk buffers of length 24.
    # .  17,424 (132x132) spheres  5.5 FPS,  726 chunk buffers of length 24.
    #
    # Subcase 8.1: CSDLs in a DrawingSet.  (Initial pass-through version.)
    # .   2,500 (50x50)   spheres 36.5 FPS,  105 chunk buffers of length 24.
    # .   5,625 (75x75)   spheres 16.1 FPS,  235 chunk buffers of length 24.
    # .  10,000 (100x100) spheres  0.5 FPS?!, 414 chunk buffers of length 24.
    #      Has to be <= 250 chunks for constant memory transforms?
    # .  10,000 (100x100) spheres 11.8 FPS, 50 chunk buffers of length 200.
    #      After a minute of startup.
    # .  10,000 (100x100) spheres 9.3 FPS, 200 chunk buffers of length 50.
    #      After a few minutes of startup.
    # Subcase 8.2: CSDLs in a DrawingSet with transforms. (Pass-through.)
    # .  10,000 (100x100) spheres  11.5 FPS, 50 chunk buffers of length 200.
    #
    # Subcase 8.1: CSDLs in a DrawingSet.  (First HunkBuffer version.)
    # Measured with auto-rotate on, ignoring startup and occasional outliers.
    # As before, on a 2 core, 2.4 GHz Intel MacBook Pro with GeForce 8600M GT.
    # HUNK_SIZE = 10000
    # .   2,500 (50x50)   spheres 140-200 FPS, 105 chunks of length 24.
    # .   5,625 (75x75)   spheres 155-175 FPS, 235 chunks of length 24.
    # .  10,000 (100x100) spheres 134-145 FPS, 50 chunks of length 200.
    # .  10,000 (100x100) spheres 130-143 FPS, 200 chunks of length 50.
    # .  10,000 (100x100) spheres 131-140 FPS, 1,250 chunks of length 8.
    #      Chunks are gathered into hunk buffers, so no chunk size speed diff.
    # .  17,424 (132x132) spheres 134-140 FPS, 88 chunks of length 200.
    # .  17,424 (132x132) spheres 131-140 FPS, 2,178 chunks of length 8.
    # HUNK_SIZE = 20000
    # .  17,424 (132x132) spheres 131-140 FPS, 88 chunks of length 200.
    # .  17,424 (132x132) spheres 130-141 FPS, 2,178 chunks of length 8.
    # HUNK_SIZE = 10000
    # .  40,000 (200x200) spheres 77.5-82.8 FPS, 5,000 chunks of length 8.
    # .  90,000 (300x300) spheres 34.9-42.6 FPS, 11,2500 chunks of length 8.
    #      Spheres are getting down to pixel size, causing moire patterns.
    #      Rotate the sphere-array off-axis 45 degrees to minimize.
    #      (Try adding multi-sampled anti-aliasing, to the drawing test...)
    # . 160,000 (400x400) spheres 26.4-27.1 FPS, 20,000 chunks of length 8.
    # . 250,000 (500x500) spheres 16.8-17.1 FPS, 31,250 chunks of length 8.
    #      The pattern is getting too large, far-clipping is setting in.
    # . 360,000 (600x600) spheres 11.6-11.8 FPS, 45,000 chunks of length 8.
    #      Extreme far-clipping in the drawing test pattern.
    # HUNK_SIZE = 20000; no significant speed-up.
    # .  40,000 (200x200) spheres 75.9-81.5 FPS,  5,000 chunks of length 8.
    # .  90,000 (300x300) spheres 41.2-42.4 FPS, 11,250 chunks of length 8.
    #      Spheres are getting down to pixel size, causing moire patterns.
    # . 160,000 (400x400) spheres 26.5-26.9 FPS, 20,000 chunks of length 8.
    # . 250,000 (500x500) spheres 16.5-17.1 FPS, 31,250 chunks of length 8.
    # . 360,000 (600x600) spheres 11.8-12.1 FPS, 45,000 chunks of length 8.
    # HUNK_SIZE = 5000; no significant slowdown or CPU load difference.
    # .  40,000 (200x200) spheres 81.0-83.8 FPS,  5,000 chunks of length 8.
    # . 160,000 (400x400) spheres 27.3-29.4 FPS, 20,000 chunks of length 8.
    # . 360,000 (600x600) spheres 11.7-12.1 FPS, 45,000 chunks of length 8.
    #
    # Retest after updating MacOS to 10.5.5, with TestGraphics, HUNK_SIZE = 5000
    # .  40,000 (200x200) spheres 68.7-74.4 FPS,  5,000 chunks of length 8.
    # .  90,000 (300x300) spheres 39.4-42.0 FPS, 11,250 chunks of length 8.
    # . 160,000 (400x400) spheres 24.4-25.2 FPS, 20,000 chunks of length 8.
    # Retest with glMultiDrawElements drawing indexes in use, HUNK_SIZE = 5000
    # .  40,000 (200x200) spheres 52.8-54.4 FPS,  5,000 chunks of length 8.
    # .  90,000 (300x300) spheres 22.8-23.3 FPS, 11,250 chunks of length 8.
    # . 160,000 (400x400) spheres 13.5-15.2 FPS, 20,000 chunks of length 8.
    #
    # Retest with reworked halo/sphere shader, HUNK_SIZE = 5000     [setup time]
    # .  17,424 (132x132) spheres 52.8-53.7 FPS,  2,178 chunks of length 8. [60]
    # .  40,000 (200x200) spheres 29.3-30.4 FPS,  5,000 chunks of length 8.[156]
    # .  90,000 (300x300) spheres 18.2-19.2 FPS, 11,250 chunks of length 8.[381]
    # . 160,000 (400x400) spheres 10.2-11.6 FPS, 20,000 chunks of length 8.[747]
    # Billboard drawing patterns instead of cubes, HUNK_SIZE = 5000 [setup time]
    # .  17,424 (132x132) spheres 49.7-55.7 FPS,  2,178 chunks of length 8. [35]
    # .  40,000 (200x200) spheres 39.6-40.8 FPS,  5,000 chunks of length 8. [88]
    # .  90,000 (300x300) spheres 18.9-19.5 FPS, 11,250 chunks of length 8.[225]
    # . 160,000 (400x400) spheres 11.2-11.7 FPS, 20,000 chunks of length 8.[476]
    #
    elif int(testCase) == 8:
        doTransforms = False
        doCylinders = False
        if test_spheres is None:
            # Setup.
            print("Test case 8, %d^2 primitives\n  %s, length %d." %
                  (nSpheres, "Short VBO/IBO chunk buffers", chunkLength))
            if testCase == 8.1:
                print(
                    "Sub-test 8.1, sphere chunks are in CSDL's in a DrawingSet."
                )
                test_DrawingSet = DrawingSet()
            elif testCase == 8.2:
                print("Sub-test 8.2, spheres, rotate with TransformControls.")
                test_DrawingSet = DrawingSet()
                doTransforms = True
            elif testCase == 8.3:
                print(
                    "Sub-test 8.3, cylinder chunks are in CSDL's in a DrawingSet."
                )
                test_DrawingSet = DrawingSet()
                doCylinders = True
                pass
            if test_DrawingSet:
                # note: doesn't happen in test 8.0, which causes a bug then. [bruce 090223 comment]
                print "constructed test_DrawingSet =", test_DrawingSet

            if USE_GRAPHICSMODE_DRAW:
                print("Use graphicsMode.Draw_model for DrawingSet in paintGL.")
                pass

            t1 = time.time()

            if doTransforms:
                # Provide several TransformControls to test separate action.
                global numTCs, TCs
                numTCs = 3
                TCs = [TransformControl() for i in range(numTCs)]
                pass

            def primCSDL(centers, radii, colors):
                if not doTransforms:
                    csdl = ColorSortedDisplayList()  # Transformless.
                else:
                    # Test pattern for TransformControl usage - vertical columns
                    # of TC domains, separated by X coord of first center point.
                    # Chunking will be visible when transforms are changed.
                    xCoord = centers[0][0] - start_pos[
                        0]  # Negate centering X.
                    xPercent = (
                        xCoord /
                        (nSpheres + nSpheres / 10 + nSpheres / 100 - 1 +
                         (nSpheres <= 1)))
                    xTenth = int(xPercent * 10 + .5)
                    csdl = ColorSortedDisplayList(TCs[xTenth % numTCs])
                    pass

                # Test selection using the CSDL glname.
                ColorSorter.pushName(csdl.glname)
                ColorSorter.start(glpane, csdl)
                for (color, center, radius) in zip(colors, centers, radii):
                    if not doCylinders:
                        # Through ColorSorter to the sphere primitive buffer...
                        drawsphere(color, center, radius,
                                   DRAWSPHERE_DETAIL_LEVEL)
                    else:
                        # Through ColorSorter to cylinder primitive buffer...
                        if not drawing_globals.cylinderShader_available():
                            print "warning: not cylinderShader_available(), error is likely:"
                        if (True and  # Whether to do tapered shader-cylinders.
                                # Display List cylinders don't support taper.
                                glpane.glprefs.cylinderShader_desired()):
                            ###cylRad = (radius/2.0, (.75-radius)/2.0)
                            cylRad = (radius / 1.5 - .167, .3 - radius / 1.5)
                        else:
                            cylRad = radius / 2.0
                            pass
                        endPt2 = center + V(0.5, 0.0, 0.0)  # 0.5, -0.5)
                        drawcylinder(color, center, endPt2, cylRad)
                        global test_endpoints
                        test_endpoints += [(center, endPt2)]
                        pass
                    continue
                ColorSorter.popName()
                ColorSorter.finish(draw_now=True)

                test_DrawingSet.addCSDL(csdl)
                return csdl

            if testCase == 8:
                #bruce 090223 revised to try to avoid traceback
                def chunkFn(centers, radii, colors):
                    res = GLSphereBuffer()
                    res.addSpheres(centers, radii, colors, None, None)
                    return res

                pass
            else:
                chunkFn = primCSDL
                pass

            test_spheres = []
            radius = .5
            centers = []
            radii = []
            colors = []
            global test_endpoints
            test_endpoints = []

            for x in range(nSpheres):
                for y in range(nSpheres):
                    centers += [sphereLoc(x, y)]

                    # Sphere radii progress from 3/4 to full size.
                    t = float(x + y) / (nSpheres + nSpheres
                                        )  # 0 to 1 fraction.
                    thisRad = radius * (.5 + t * .5)
                    radii += [thisRad]

                    # Colors progress from red to blue.
                    colors += [rainbow(t)]

                    # Put out short chunk buffers.
                    if len(centers) >= chunkLength:
                        test_spheres += [chunkFn(centers, radii, colors)]
                        centers = []
                        radii = []
                        colors = []
                    continue
                continue
            # Remainder fraction buffer.
            if len(centers):
                test_spheres += [chunkFn(centers, radii, colors)]
                pass
            print "Setup time", time.time() - t1, "seconds."
            print "%d chunk buffers" % len(test_spheres)
            pass
        elif not initOnly:  # Run.
            test_Draw_8x(glpane)
        pass
    elif testCase == 100:  #bruce 090102
        # before making more of these, modularize it somehow
        from commands.TestGraphics.test_selection_redraw import test_selection_redraw
        test_class = test_selection_redraw
        params = (nSpheres, )
        # note: test size is not directly comparable to other tests with same value of nSpheres
        if test_Object is None \
           or not isinstance(test_Object, test_class) \
           or test_Object.current_params() != params: # review: same_vals?
            # Setup.
            if test_Object:
                test_Object.destroy()
            test_Object = test_class(*params)
            test_Object.activate()
            print test_Object
            pass
        # review: safe to change elif to if? not sure, GL state is only initialized below
        elif not initOnly:  # Run.
            test_Object.draw_complete()
            pass
        pass

    if not initOnly:
        glMatrixMode(GL_MODELVIEW)
        glFlush()
        pass

    first_time = False
    return