def finish(self, sorted_by_color): #bruce 090224 split this out of caller """ Finish collecting new primitives for use in self, and store them all in self, ready to be drawn in various ways. [meant to be called only by ColorSorter.start, for now] """ ## self._reset() ## # (note: this deallocates any existing display lists) if self.transformControl and (self.spheres or self.cylinders): self.updateTransform() # needed to do the transform for the first time, # even if it didn't change. Review: refactor to # whereever we first compile these down? That # might be a different place in self.draw vs. # draw from DrawingSet. selColor = env.prefs[selectionColor_prefs_key] # Note: if sorted_by_color is empty, current code still builds all # toplevel display lists, though they are noops. This may be needed # by some client code which uses those dls directly. Client code # wanting to know if it needs to draw our dls should test # self.has_nonempty_DLs(), which tests self._per_color_dls, # or self.has_nonshader_drawing(), which reports on that or any # other kind of nonshader (immediate mode opengl) drawing we might # have. [bruce 090225/090312 comment] # First build the lower level per-color sublists of primitives. for color, funcs in sorted_by_color.iteritems(): sublists = [glGenLists(1), 0] # Remember the display list ID for this color. self._per_color_dls.append([color, sublists]) glNewList(sublists[0], GL_COMPILE) opacity = color[3] if opacity == -1: #russ 080306: "Unshaded colors" for lines are signaled # by an opacity of -1 (4th component of the color.) glDisable(GL_LIGHTING) # Don't forget to re-enable it! pass for func, params, name in funcs: if name: glPushName(name) else: pass ## print "bug_2: attempt to push non-glname", name func(params) # Call the draw worker function. if name: glPopName() pass continue if opacity == -1: # Enable lighting after drawing "unshaded" objects. glEnable(GL_LIGHTING) pass glEndList() if opacity == -2: # piotr 080419: Special case for drawpolycone_multicolor # create another display list that ignores # the contents of color_array. # Remember the display list ID for this color. sublists[1] = glGenLists(1) glNewList(sublists[1], GL_COMPILE) for func, params, name in funcs: if name: glPushName(name) else: pass ## print "bug_3: attempt to push non-glname", name if func == drawpolycone_multicolor_worker: # Just to be sure, check if the func # is drawpolycone_multicolor_worker # and call drawpolycone_worker instead. # I think in the future we can figure out # a more general way of handling the # GL_COLOR_MATERIAL objects. piotr 080420 pos_array, color_array_junk, rad_array = params drawpolycone_worker((pos_array, rad_array)) elif func == drawtriangle_strip_worker: # piotr 080710: Multi-color modification # for triangle_strip primitive (used by # reduced protein style). pos_array, normal_array, color_array_junk = params drawtriangle_strip_worker( (pos_array, normal_array, None)) if name: glPopName() pass continue glEndList() continue # Now the upper-level lists call all of the per-color sublists. #### REVIEW: these are created even when empty. Is that necessary? # [bruce 090224 Q] # One with colors. color_dl = self.color_dl = glGenLists(1) glNewList(color_dl, GL_COMPILE) for color, dls in self._per_color_dls: opacity = color[3] if opacity < 0: #russ 080306: "Unshaded colors" for lines are signaled # by a negative alpha. glColor3fv(color[:3]) # piotr 080417: for opacity == -2, i.e. if # GL_COLOR_MATERIAL is enabled, the color is going # to be ignored, anyway, so it is not necessary # to be tested here else: apply_material(color) glCallList(dls[0]) continue glEndList() # A second one without any colors. nocolor_dl = self.nocolor_dl = glGenLists(1) glNewList(nocolor_dl, GL_COMPILE) for color, dls in self._per_color_dls: opacity = color[3] if opacity == -2 \ and dls[1] > 0: # piotr 080420: If GL_COLOR_MATERIAL is enabled, # use a regular, single color dl rather than the # multicolor one. Btw, dls[1] == 0 should never # happen. glCallList(dls[1]) else: glCallList(dls[0]) glEndList() # A third DL implements the selected appearance. selected_dl = self.selected_dl = glGenLists(1) glNewList(selected_dl, GL_COMPILE) # russ 080530: Support for patterned selection drawing modes. patterned = isPatternedDrawing(select=True) if patterned: # Patterned drawing needs the colored dl drawn first. glCallList(color_dl) startPatternedDrawing(select=True) pass # Draw solid color (unpatterned) or an overlay pattern, in the # selection color. apply_material(selColor) glCallList(nocolor_dl) if patterned: # Reset from patterning drawing mode. endPatternedDrawing(select=True) glEndList() pass
def finish(): """ Finish sorting - objects recorded since "start" will be sorted and invoked now. """ from utilities.debug_prefs import debug_pref, Choice_boolean_False debug_which_renderer = debug_pref( "debug print which renderer", Choice_boolean_False) #bruce 060314, imperfect but tolerable parent_csdl = ColorSorter.parent_csdl if drawing_globals.use_c_renderer: quux.shapeRendererInit() if debug_which_renderer: #bruce 060314 uncommented/revised the next line; it might have # to come after shapeRendererInit (not sure); it definitely has # to come after a graphics context is created and initialized. # 20060314 grantham - yes, has to come after # quux.shapeRendererInit . enabled = quux.shapeRendererGetInteger(quux.IS_VBO_ENABLED) print("using C renderer: VBO %s enabled" % (('is NOT', 'is')[enabled])) quux.shapeRendererSetUseDynamicLOD(0) if ColorSorter.sphereLevel != -1: quux.shapeRendererSetStaticLODLevels(ColorSorter.sphereLevel, 1) quux.shapeRendererStartDrawing() ColorSorter._cur_shapelist.draw() quux.shapeRendererFinishDrawing() ColorSorter.sorting = False # So chunks can actually record their shapelist # at some point if they want to # ColorSorter._cur_shapelist.petrify() # return ColorSorter._cur_shapelist else: if debug_which_renderer: print( "using Python renderer: use_color_sorted_dls %s enabled" % (drawing_globals.use_color_sorted_dls and 'IS' or 'is NOT')) print( "using Python renderer: use_color_sorted_vbos %s enabled" % (drawing_globals.use_color_sorted_vbos and 'IS' or 'is NOT')) color_groups = len(ColorSorter.sorted_by_color) objects_drawn = 0 if (not (drawing_globals.allow_color_sorting and drawing_globals.use_color_sorted_dls) or (ColorSortedDisplayList.cache_ColorSorter and drawing_globals.allow_color_sorting and drawing_globals.use_color_sorted_vbos) #russ 080225 Added, 080320 VBO experiment. or parent_csdl is None): # Either all in one display list, or immediate-mode drawing. objects_drawn += ColorSorter.draw_sorted( ColorSorter.sorted_by_color) #russ 080225: Moved glEndList here for displist re-org. if parent_csdl is not None: #russ 080320: Experiment with VBO drawing from cached #ColorSorter lists. if (ColorSortedDisplayList.cache_ColorSorter and drawing_globals.allow_color_sorting and drawing_globals.use_color_sorted_vbos): # Remember the ColorSorter lists for use as a # pseudo-display-list. parent_csdl.sorted_by_color = \ ColorSorter.sorted_by_color else: # Terminate a single display list, created when color # sorting is turned off. Started in ColorSorter.start . glEndList() pass pass else: #russ 080225 parent_csdl.reset() selColor = env.prefs[selectionColor_prefs_key] # First build the lower level per-color sublists of primitives. for color, funcs in ColorSorter.sorted_by_color.iteritems(): sublists = [glGenLists(1), 0] # Remember the display list ID for this color. parent_csdl.per_color_dls.append([color, sublists]) glNewList(sublists[0], GL_COMPILE) opacity = color[3] if opacity == -1: #russ 080306: "Unshaded colors" for lines are signaled # by an opacity of -1 (4th component of the color.) glDisable(GL_LIGHTING) # Don't forget to re-enable it! pass for func, params, name in funcs: objects_drawn += 1 if name != 0: glPushName(name) func(params) if name != 0: glPopName() pass continue if opacity == -1: # Enable lighting after drawing "unshaded" objects. glEnable(GL_LIGHTING) pass glEndList() if opacity == -2: # piotr 080419: Special case for drawpolycone_multicolor # create another display list that ignores # the contents of color_array. # Remember the display list ID for this color. sublists[1] = glGenLists(1) glNewList(sublists[1], GL_COMPILE) for func, params, name in funcs: objects_drawn += 1 if name != 0: glPushName(name) if func == drawpolycone_multicolor_worker: # Just to be sure, check if the func # is drawpolycone_multicolor_worker # and call drawpolycone_worker instead. # I think in the future we can figure out # a more general way of handling the # GL_COLOR_MATERIAL objects. piotr 080420 pos_array, color_array, rad_array = params drawpolycone_worker((pos_array, rad_array)) elif func == drawtriangle_strip_worker: # piotr 080710: Multi-color modification # for triangle_strip primitive (used by # reduced protein style). pos_array, normal_array, color_array = params drawtriangle_strip_worker( (pos_array, normal_array, None)) if name != 0: glPopName() pass continue glEndList() continue # Now the upper-level lists call all of the per-color sublists. # One with colors. color_dl = parent_csdl.color_dl = glGenLists(1) glNewList(color_dl, GL_COMPILE) for color, dls in parent_csdl.per_color_dls: opacity = color[3] if opacity < 0: #russ 080306: "Unshaded colors" for lines are signaled # by a negative alpha. glColor3fv(color[:3]) # piotr 080417: for opacity == -2, i.e. if # GL_COLOR_MATERIAL is enabled, the color is going # to be ignored, anyway, so it is not necessary # to be tested here else: apply_material(color) glCallList(dls[0]) continue glEndList() # A second one without any colors. nocolor_dl = parent_csdl.nocolor_dl = glGenLists(1) glNewList(nocolor_dl, GL_COMPILE) for color, dls in parent_csdl.per_color_dls: opacity = color[3] if opacity == -2 \ and dls[1] > 0: # piotr 080420: If GL_COLOR_MATERIAL is enabled, # use a regular, single color dl rather than the # multicolor one. Btw, dls[1] == 0 should never # happen. glCallList(dls[1]) else: glCallList(dls[0]) glEndList() # A third DL implements the selected appearance. selected_dl = parent_csdl.selected_dl = glGenLists(1) glNewList(selected_dl, GL_COMPILE) # russ 080530: Support for patterned selection drawing modes. patterned = isPatternedDrawing(select=True) if patterned: # Patterned drawing needs the colored dl drawn first. glCallList(color_dl) startPatternedDrawing(select=True) pass # Draw solid color (unpatterned) or an overlay pattern, in the # selection color. apply_material(selColor) glCallList(nocolor_dl) if patterned: # Reset from patterning drawing mode. endPatternedDrawing(select=True) glEndList() # Use either the normal-color display list or the selected one. parent_csdl.selectDl() # Draw the newly-built display list. parent_csdl.draw_dl() pass ColorSorter.sorted_by_color = None pass ColorSorter.sorting = False return
def finish(self, sorted_by_color): # bruce 090224 split this out of caller """ Finish collecting new primitives for use in self, and store them all in self, ready to be drawn in various ways. [meant to be called only by ColorSorter.start, for now] """ ## self._reset() ## # (note: this deallocates any existing display lists) if self.transformControl and (self.spheres or self.cylinders): self.updateTransform() # needed to do the transform for the first time, # even if it didn't change. Review: refactor to # whereever we first compile these down? That # might be a different place in self.draw vs. # draw from DrawingSet. selColor = env.prefs[selectionColor_prefs_key] # Note: if sorted_by_color is empty, current code still builds all # toplevel display lists, though they are noops. This may be needed # by some client code which uses those dls directly. Client code # wanting to know if it needs to draw our dls should test # self.has_nonempty_DLs(), which tests self._per_color_dls, # or self.has_nonshader_drawing(), which reports on that or any # other kind of nonshader (immediate mode opengl) drawing we might # have. [bruce 090225/090312 comment] # First build the lower level per-color sublists of primitives. for color, funcs in sorted_by_color.iteritems(): sublists = [glGenLists(1), 0] # Remember the display list ID for this color. self._per_color_dls.append([color, sublists]) glNewList(sublists[0], GL_COMPILE) opacity = color[3] if opacity == -1: # russ 080306: "Unshaded colors" for lines are signaled # by an opacity of -1 (4th component of the color.) glDisable(GL_LIGHTING) # Don't forget to re-enable it! pass for func, params, name in funcs: if name: glPushName(name) else: pass ## print "bug_2: attempt to push non-glname", name func(params) # Call the draw worker function. if name: glPopName() pass continue if opacity == -1: # Enable lighting after drawing "unshaded" objects. glEnable(GL_LIGHTING) pass glEndList() if opacity == -2: # piotr 080419: Special case for drawpolycone_multicolor # create another display list that ignores # the contents of color_array. # Remember the display list ID for this color. sublists[1] = glGenLists(1) glNewList(sublists[1], GL_COMPILE) for func, params, name in funcs: if name: glPushName(name) else: pass ## print "bug_3: attempt to push non-glname", name if func == drawpolycone_multicolor_worker: # Just to be sure, check if the func # is drawpolycone_multicolor_worker # and call drawpolycone_worker instead. # I think in the future we can figure out # a more general way of handling the # GL_COLOR_MATERIAL objects. piotr 080420 pos_array, color_array_junk, rad_array = params drawpolycone_worker((pos_array, rad_array)) elif func == drawtriangle_strip_worker: # piotr 080710: Multi-color modification # for triangle_strip primitive (used by # reduced protein style). pos_array, normal_array, color_array_junk = params drawtriangle_strip_worker((pos_array, normal_array, None)) if name: glPopName() pass continue glEndList() continue # Now the upper-level lists call all of the per-color sublists. #### REVIEW: these are created even when empty. Is that necessary? # [bruce 090224 Q] # One with colors. color_dl = self.color_dl = glGenLists(1) glNewList(color_dl, GL_COMPILE) for color, dls in self._per_color_dls: opacity = color[3] if opacity < 0: # russ 080306: "Unshaded colors" for lines are signaled # by a negative alpha. glColor3fv(color[:3]) # piotr 080417: for opacity == -2, i.e. if # GL_COLOR_MATERIAL is enabled, the color is going # to be ignored, anyway, so it is not necessary # to be tested here else: apply_material(color) glCallList(dls[0]) continue glEndList() # A second one without any colors. nocolor_dl = self.nocolor_dl = glGenLists(1) glNewList(nocolor_dl, GL_COMPILE) for color, dls in self._per_color_dls: opacity = color[3] if opacity == -2 and dls[1] > 0: # piotr 080420: If GL_COLOR_MATERIAL is enabled, # use a regular, single color dl rather than the # multicolor one. Btw, dls[1] == 0 should never # happen. glCallList(dls[1]) else: glCallList(dls[0]) glEndList() # A third DL implements the selected appearance. selected_dl = self.selected_dl = glGenLists(1) glNewList(selected_dl, GL_COMPILE) # russ 080530: Support for patterned selection drawing modes. patterned = isPatternedDrawing(select=True) if patterned: # Patterned drawing needs the colored dl drawn first. glCallList(color_dl) startPatternedDrawing(select=True) pass # Draw solid color (unpatterned) or an overlay pattern, in the # selection color. apply_material(selColor) glCallList(nocolor_dl) if patterned: # Reset from patterning drawing mode. endPatternedDrawing(select=True) glEndList() pass
def finish(): """ Finish sorting - objects recorded since "start" will be sorted and invoked now. """ from utilities.debug_prefs import debug_pref, Choice_boolean_False debug_which_renderer = debug_pref( "debug print which renderer", Choice_boolean_False) #bruce 060314, imperfect but tolerable parent_csdl = ColorSorter.parent_csdl if drawing_globals.use_c_renderer: quux.shapeRendererInit() if debug_which_renderer: #bruce 060314 uncommented/revised the next line; it might have # to come after shapeRendererInit (not sure); it definitely has # to come after a graphics context is created and initialized. # 20060314 grantham - yes, has to come after # quux.shapeRendererInit . enabled = quux.shapeRendererGetInteger(quux.IS_VBO_ENABLED) print ("using C renderer: VBO %s enabled" % (('is NOT', 'is')[enabled])) quux.shapeRendererSetUseDynamicLOD(0) if ColorSorter.sphereLevel != -1: quux.shapeRendererSetStaticLODLevels(ColorSorter.sphereLevel, 1) quux.shapeRendererStartDrawing() ColorSorter._cur_shapelist.draw() quux.shapeRendererFinishDrawing() ColorSorter.sorting = False # So chunks can actually record their shapelist # at some point if they want to # ColorSorter._cur_shapelist.petrify() # return ColorSorter._cur_shapelist else: if debug_which_renderer: print ("using Python renderer: use_color_sorted_dls %s enabled" % (drawing_globals.use_color_sorted_dls and 'IS' or 'is NOT')) print ("using Python renderer: use_color_sorted_vbos %s enabled" % (drawing_globals.use_color_sorted_vbos and 'IS' or 'is NOT')) color_groups = len(ColorSorter.sorted_by_color) objects_drawn = 0 if (not (drawing_globals.allow_color_sorting and drawing_globals.use_color_sorted_dls) or (ColorSortedDisplayList.cache_ColorSorter and drawing_globals.allow_color_sorting and drawing_globals.use_color_sorted_vbos) #russ 080225 Added, 080320 VBO experiment. or parent_csdl is None): # Either all in one display list, or immediate-mode drawing. objects_drawn += ColorSorter.draw_sorted( ColorSorter.sorted_by_color) #russ 080225: Moved glEndList here for displist re-org. if parent_csdl is not None: #russ 080320: Experiment with VBO drawing from cached #ColorSorter lists. if (ColorSortedDisplayList.cache_ColorSorter and drawing_globals.allow_color_sorting and drawing_globals.use_color_sorted_vbos): # Remember the ColorSorter lists for use as a # pseudo-display-list. parent_csdl.sorted_by_color = \ ColorSorter.sorted_by_color else: # Terminate a single display list, created when color # sorting is turned off. Started in ColorSorter.start . glEndList() pass pass else: #russ 080225 parent_csdl.reset() selColor = env.prefs[selectionColor_prefs_key] # First build the lower level per-color sublists of primitives. for color, funcs in ColorSorter.sorted_by_color.iteritems(): sublists = [glGenLists(1), 0] # Remember the display list ID for this color. parent_csdl.per_color_dls.append([color, sublists]) glNewList(sublists[0], GL_COMPILE) opacity = color[3] if opacity == -1: #russ 080306: "Unshaded colors" for lines are signaled # by an opacity of -1 (4th component of the color.) glDisable(GL_LIGHTING) # Don't forget to re-enable it! pass for func, params, name in funcs: objects_drawn += 1 if name != 0: glPushName(name) func(params) if name != 0: glPopName() pass continue if opacity == -1: # Enable lighting after drawing "unshaded" objects. glEnable(GL_LIGHTING) pass glEndList() if opacity == -2: # piotr 080419: Special case for drawpolycone_multicolor # create another display list that ignores # the contents of color_array. # Remember the display list ID for this color. sublists[1] = glGenLists(1) glNewList(sublists[1], GL_COMPILE) for func, params, name in funcs: objects_drawn += 1 if name != 0: glPushName(name) if func == drawpolycone_multicolor_worker: # Just to be sure, check if the func # is drawpolycone_multicolor_worker # and call drawpolycone_worker instead. # I think in the future we can figure out # a more general way of handling the # GL_COLOR_MATERIAL objects. piotr 080420 pos_array, color_array, rad_array = params drawpolycone_worker((pos_array, rad_array)) elif func == drawtriangle_strip_worker: # piotr 080710: Multi-color modification # for triangle_strip primitive (used by # reduced protein style). pos_array, normal_array, color_array = params drawtriangle_strip_worker((pos_array, normal_array, None)) if name != 0: glPopName() pass continue glEndList() continue # Now the upper-level lists call all of the per-color sublists. # One with colors. color_dl = parent_csdl.color_dl = glGenLists(1) glNewList(color_dl, GL_COMPILE) for color, dls in parent_csdl.per_color_dls: opacity = color[3] if opacity < 0: #russ 080306: "Unshaded colors" for lines are signaled # by a negative alpha. glColor3fv(color[:3]) # piotr 080417: for opacity == -2, i.e. if # GL_COLOR_MATERIAL is enabled, the color is going # to be ignored, anyway, so it is not necessary # to be tested here else: apply_material(color) glCallList(dls[0]) continue glEndList() # A second one without any colors. nocolor_dl = parent_csdl.nocolor_dl = glGenLists(1) glNewList(nocolor_dl, GL_COMPILE) for color, dls in parent_csdl.per_color_dls: opacity = color[3] if opacity == -2 \ and dls[1] > 0: # piotr 080420: If GL_COLOR_MATERIAL is enabled, # use a regular, single color dl rather than the # multicolor one. Btw, dls[1] == 0 should never # happen. glCallList(dls[1]) else: glCallList(dls[0]) glEndList() # A third DL implements the selected appearance. selected_dl = parent_csdl.selected_dl = glGenLists(1) glNewList(selected_dl, GL_COMPILE) # russ 080530: Support for patterned selection drawing modes. patterned = isPatternedDrawing(select = True) if patterned: # Patterned drawing needs the colored dl drawn first. glCallList(color_dl) startPatternedDrawing(select = True) pass # Draw solid color (unpatterned) or an overlay pattern, in the # selection color. apply_material(selColor) glCallList(nocolor_dl) if patterned: # Reset from patterning drawing mode. endPatternedDrawing(select = True) glEndList() # Use either the normal-color display list or the selected one. parent_csdl.selectDl() # Draw the newly-built display list. parent_csdl.draw_dl() pass ColorSorter.sorted_by_color = None pass ColorSorter.sorting = False return