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Printbed textures generated from svg files
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0b0457186b
commit
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16 changed files with 5124 additions and 33 deletions
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@ -253,4 +253,91 @@ sub SetMatrix
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}
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*/
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#if ENABLE_TEXTURES_FROM_SVG
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Shader::Shader()
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: m_shader(nullptr)
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{
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}
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Shader::~Shader()
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{
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reset();
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}
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bool Shader::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename)
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{
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if (is_initialized())
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return true;
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m_shader = new GLShader();
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if (m_shader != nullptr)
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{
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if (!m_shader->load_from_file(fragment_shader_filename.c_str(), vertex_shader_filename.c_str()))
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{
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std::cout << "Compilaton of shader failed:" << std::endl;
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std::cout << m_shader->last_error << std::endl;
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reset();
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return false;
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}
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}
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return true;
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}
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bool Shader::is_initialized() const
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{
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return (m_shader != nullptr);
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}
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bool Shader::start_using() const
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{
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if (is_initialized())
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{
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m_shader->enable();
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return true;
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}
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else
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return false;
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}
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void Shader::stop_using() const
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{
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if (m_shader != nullptr)
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m_shader->disable();
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}
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void Shader::set_uniform(const std::string& name, float value) const
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{
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if (m_shader != nullptr)
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m_shader->set_uniform(name.c_str(), value);
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}
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void Shader::set_uniform(const std::string& name, const float* matrix) const
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{
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if (m_shader != nullptr)
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m_shader->set_uniform(name.c_str(), matrix);
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}
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void Shader::set_uniform(const std::string& name, bool value) const
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{
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if (m_shader != nullptr)
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m_shader->set_uniform(name.c_str(), value);
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}
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unsigned int Shader::get_shader_program_id() const
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{
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return (m_shader != nullptr) ? m_shader->shader_program_id : 0;
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}
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void Shader::reset()
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{
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if (m_shader != nullptr)
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{
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m_shader->release();
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delete m_shader;
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m_shader = nullptr;
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}
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}
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#endif // ENABLE_TEXTURES_FROM_SVG
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} // namespace Slic3r
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