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