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https://github.com/SoftFever/OrcaSlicer.git
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Add the full source of BambuStudio
using version 1.0.10
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parent
30bcadab3e
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1555904bef
3771 changed files with 1251328 additions and 0 deletions
395
src/slic3r/GUI/GLShader.cpp
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395
src/slic3r/GUI/GLShader.cpp
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#include "libslic3r/libslic3r.h"
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#include "GLShader.hpp"
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#include "3DScene.hpp"
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#include "libslic3r/Utils.hpp"
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#include "libslic3r/format.hpp"
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#include <boost/nowide/fstream.hpp>
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#include <GL/glew.h>
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#include <cassert>
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#include <boost/log/trivial.hpp>
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namespace Slic3r {
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GLShaderProgram::~GLShaderProgram()
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{
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if (m_id > 0)
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glsafe(::glDeleteProgram(m_id));
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}
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bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames, const std::initializer_list<std::string_view> &defines)
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{
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// Load a shader program from file, prepend defs block.
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auto load_from_file = [](const std::string& filename, const std::string &defs) {
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std::string path = resources_dir() + "/shaders/" + filename;
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boost::nowide::ifstream s(path, boost::nowide::ifstream::binary);
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if (!s.good()) {
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BOOST_LOG_TRIVIAL(error) << "Couldn't open file: '" << path << "'";
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return std::string();
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}
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s.seekg(0, s.end);
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int file_length = static_cast<int>(s.tellg());
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s.seekg(0, s.beg);
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std::string source(defs.size() + file_length, '\0');
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memcpy(source.data(), defs.c_str(), defs.size());
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s.read(source.data() + defs.size(), file_length);
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if (!s.good()) {
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BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'";
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return std::string();
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}
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s.close();
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if (! defs.empty()) {
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// Extract the version and flip the order of "defines" and version in the source block.
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size_t idx = source.find("\n", defs.size());
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if (idx != std::string::npos && strncmp(source.c_str() + defs.size(), "#version", 8) == 0) {
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// Swap the version line with the defines.
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size_t len = idx - defs.size() + 1;
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memmove(source.data(), source.c_str() + defs.size(), len);
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memcpy(source.data() + len, defs.c_str(), defs.size());
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}
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}
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return source;
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};
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// Create a block of C "defines" from list of symbols.
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std::string defines_program;
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for (std::string_view def : defines)
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// Our shaders are stored with "\r\n", thus replicate the same here for consistency. Likely "\n" would suffice,
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// but we don't know all the OpenGL shader compilers around.
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defines_program += format("#define %s\r\n", def);
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ShaderSources sources = {};
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i], defines_program);
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}
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bool valid = !sources[static_cast<size_t>(EShaderType::Vertex)].empty() && !sources[static_cast<size_t>(EShaderType::Fragment)].empty() && sources[static_cast<size_t>(EShaderType::Compute)].empty();
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valid |= !sources[static_cast<size_t>(EShaderType::Compute)].empty() && sources[static_cast<size_t>(EShaderType::Vertex)].empty() && sources[static_cast<size_t>(EShaderType::Fragment)].empty() &&
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sources[static_cast<size_t>(EShaderType::Geometry)].empty() && sources[static_cast<size_t>(EShaderType::TessEvaluation)].empty() && sources[static_cast<size_t>(EShaderType::TessControl)].empty();
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return valid ? init_from_texts(name, sources) : false;
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}
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bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSources& sources)
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{
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auto shader_type_as_string = [](EShaderType type) {
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switch (type)
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{
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case EShaderType::Vertex: { return "vertex"; }
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case EShaderType::Fragment: { return "fragment"; }
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case EShaderType::Geometry: { return "geometry"; }
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case EShaderType::TessEvaluation: { return "tesselation evaluation"; }
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case EShaderType::TessControl: { return "tesselation control"; }
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case EShaderType::Compute: { return "compute"; }
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default: { return "unknown"; }
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}
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};
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auto create_shader = [](EShaderType type) {
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GLuint id = 0;
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switch (type)
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{
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case EShaderType::Vertex: { id = ::glCreateShader(GL_VERTEX_SHADER); glcheck(); break; }
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case EShaderType::Fragment: { id = ::glCreateShader(GL_FRAGMENT_SHADER); glcheck(); break; }
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case EShaderType::Geometry: { id = ::glCreateShader(GL_GEOMETRY_SHADER); glcheck(); break; }
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case EShaderType::TessEvaluation: { id = ::glCreateShader(GL_TESS_EVALUATION_SHADER); glcheck(); break; }
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case EShaderType::TessControl: { id = ::glCreateShader(GL_TESS_CONTROL_SHADER); glcheck(); break; }
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case EShaderType::Compute: { id = ::glCreateShader(GL_COMPUTE_SHADER); glcheck(); break; }
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default: { break; }
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}
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return (id == 0) ? std::make_pair(false, GLuint(0)) : std::make_pair(true, id);
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};
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auto release_shaders = [](const std::array<GLuint, static_cast<size_t>(EShaderType::Count)>& shader_ids) {
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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if (shader_ids[i] > 0)
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glsafe(::glDeleteShader(shader_ids[i]));
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}
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};
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assert(m_id == 0);
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m_name = name;
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std::array<GLuint, static_cast<size_t>(EShaderType::Count)> shader_ids = { 0 };
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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const std::string& source = sources[i];
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if (!source.empty())
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{
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EShaderType type = static_cast<EShaderType>(i);
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auto [result, id] = create_shader(type);
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if (result)
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shader_ids[i] = id;
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else {
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BOOST_LOG_TRIVIAL(error) << "glCreateShader() failed for " << shader_type_as_string(type) << " shader of shader program '" << name << "'";
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// release shaders
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release_shaders(shader_ids);
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return false;
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}
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const char* source_ptr = source.c_str();
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glsafe(::glShaderSource(id, 1, &source_ptr, nullptr));
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glsafe(::glCompileShader(id));
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GLint params;
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glsafe(::glGetShaderiv(id, GL_COMPILE_STATUS, ¶ms));
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if (params == GL_FALSE) {
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// Compilation failed.
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glsafe(::glGetShaderiv(id, GL_INFO_LOG_LENGTH, ¶ms));
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std::vector<char> msg(params);
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glsafe(::glGetShaderInfoLog(id, params, ¶ms, msg.data()));
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BOOST_LOG_TRIVIAL(error) << "Unable to compile " << shader_type_as_string(type) << " shader of shader program '" << name << "':\n" << msg.data();
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// release shaders
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release_shaders(shader_ids);
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return false;
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}
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}
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}
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m_id = ::glCreateProgram();
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glcheck();
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if (m_id == 0) {
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BOOST_LOG_TRIVIAL(error) << "glCreateProgram() failed for shader program '" << name << "'";
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// release shaders
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release_shaders(shader_ids);
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return false;
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}
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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if (shader_ids[i] > 0)
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glsafe(::glAttachShader(m_id, shader_ids[i]));
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}
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glsafe(::glLinkProgram(m_id));
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GLint params;
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glsafe(::glGetProgramiv(m_id, GL_LINK_STATUS, ¶ms));
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if (params == GL_FALSE) {
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// Linking failed.
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glsafe(::glGetProgramiv(m_id, GL_INFO_LOG_LENGTH, ¶ms));
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std::vector<char> msg(params);
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glsafe(::glGetProgramInfoLog(m_id, params, ¶ms, msg.data()));
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BOOST_LOG_TRIVIAL(error) << "Unable to link shader program '" << name << "':\n" << msg.data();
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// release shaders
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release_shaders(shader_ids);
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// release shader program
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glsafe(::glDeleteProgram(m_id));
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m_id = 0;
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return false;
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}
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// release shaders, they are no more needed
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release_shaders(shader_ids);
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return true;
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}
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void GLShaderProgram::start_using() const
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{
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assert(m_id > 0);
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glsafe(::glUseProgram(m_id));
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}
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void GLShaderProgram::stop_using() const
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{
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glsafe(::glUseProgram(0));
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}
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bool GLShaderProgram::set_uniform(const char* name, int value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform1i(id, static_cast<GLint>(value)));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, bool value) const
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{
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return set_uniform(name, value ? 1 : 0);
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}
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bool GLShaderProgram::set_uniform(const char* name, float value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform1f(id, static_cast<GLfloat>(value)));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, double value) const
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{
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return set_uniform(name, static_cast<float>(value));
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 2>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform2iv(id, 1, static_cast<const GLint*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 3>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform3iv(id, 1, static_cast<const GLint*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 4>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform4iv(id, 1, static_cast<const GLint*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 2>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 3>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 4>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const float* value, size_t size) const
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{
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if (size == 1)
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return set_uniform(name, value[0]);
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else if (size < 5) {
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (size == 2)
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glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value)));
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else if (size == 3)
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glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value)));
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else
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glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value)));
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return true;
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}
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const Transform3f& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.matrix().data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const Transform3d& value) const
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{
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return set_uniform(name, value.cast<float>());
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}
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bool GLShaderProgram::set_uniform(const char* name, const Matrix3f& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const Vec3f& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const Vec3d& value) const
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{
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return set_uniform(name, static_cast<Vec3f>(value.cast<float>()));
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}
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int GLShaderProgram::get_attrib_location(const char* name) const
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{
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assert(m_id > 0);
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if (m_id <= 0)
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// Shader program not loaded. This should not happen.
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return -1;
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auto it = std::find_if(m_attrib_location_cache.begin(), m_attrib_location_cache.end(), [name](const auto& p) { return p.first == name; });
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if (it != m_attrib_location_cache.end())
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// Attrib ID cached.
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return it->second;
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int id = ::glGetAttribLocation(m_id, name);
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const_cast<GLShaderProgram*>(this)->m_attrib_location_cache.push_back({ name, id });
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return id;
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}
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int GLShaderProgram::get_uniform_location(const char* name) const
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{
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assert(m_id > 0);
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if (m_id <= 0)
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// Shader program not loaded. This should not happen.
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return -1;
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auto it = std::find_if(m_uniform_location_cache.begin(), m_uniform_location_cache.end(), [name](const auto &p) { return p.first == name; });
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if (it != m_uniform_location_cache.end())
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// Uniform ID cached.
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return it->second;
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int id = ::glGetUniformLocation(m_id, name);
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const_cast<GLShaderProgram*>(this)->m_uniform_location_cache.push_back({ name, id });
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return id;
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}
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} // namespace Slic3r
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