Layers editing shader moved to c++

This commit is contained in:
Enrico Turri 2018-05-25 14:05:08 +02:00
parent bdbc86167c
commit 455076231b
10 changed files with 387 additions and 211 deletions

View file

@ -501,6 +501,73 @@ void GLCanvas3D::CuttingPlane::_render_contour() const
::glDisableClientState(GL_VERTEX_ARRAY);
}
GLCanvas3D::Shader::Shader()
: m_shader(nullptr)
{
}
GLCanvas3D::Shader::~Shader()
{
_reset();
}
bool GLCanvas3D::Shader::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename)
{
if (is_initialized())
return true;
m_shader = new GLShader();
if (m_shader != nullptr)
{
if (!m_shader->load_from_file(fragment_shader_filename.c_str(), vertex_shader_filename.c_str()))
{
std::cout << "Compilaton of shader failed:" << std::endl;
std::cout << m_shader->last_error << std::endl;
_reset();
return false;
}
}
return true;
}
bool GLCanvas3D::Shader::is_initialized() const
{
return (m_shader != nullptr);
}
bool GLCanvas3D::Shader::start_using() const
{
if (is_initialized())
{
m_shader->enable();
return true;
}
else
return false;
}
void GLCanvas3D::Shader::stop_using() const
{
if (m_shader != nullptr)
m_shader->disable();
}
GLShader* GLCanvas3D::Shader::get_shader()
{
return m_shader;
}
void GLCanvas3D::Shader::_reset()
{
if (m_shader != nullptr)
{
m_shader->release();
delete m_shader;
m_shader = nullptr;
}
}
GLCanvas3D::LayersEditing::GLTextureData::GLTextureData()
: id(0)
, width(0)
@ -516,7 +583,9 @@ GLCanvas3D::LayersEditing::GLTextureData::GLTextureData(unsigned int id, int wid
}
GLCanvas3D::LayersEditing::LayersEditing()
: m_enabled(false)
: m_allowed(false)
, m_enabled(false)
, m_z_texture_id(0)
{
}
@ -533,6 +602,39 @@ GLCanvas3D::LayersEditing::~LayersEditing()
::glDeleteTextures(1, &m_reset_texture.id);
m_reset_texture = GLTextureData();
}
if (m_z_texture_id != 0)
{
::glDeleteTextures(1, &m_z_texture_id);
m_z_texture_id = 0;
}
}
bool GLCanvas3D::LayersEditing::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename)
{
if (!m_shader.init(vertex_shader_filename, fragment_shader_filename))
return false;
::glGenTextures(1, (GLuint*)&m_z_texture_id);
::glBindTexture(GL_TEXTURE_2D, m_z_texture_id);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
::glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
bool GLCanvas3D::LayersEditing::is_allowed() const
{
return m_allowed;
}
void GLCanvas3D::LayersEditing::set_allowed(bool allowed)
{
m_allowed = allowed;
}
bool GLCanvas3D::LayersEditing::is_enabled() const
@ -540,6 +642,16 @@ bool GLCanvas3D::LayersEditing::is_enabled() const
return m_enabled;
}
void GLCanvas3D::LayersEditing::set_enabled(bool enabled)
{
m_enabled = m_allowed && m_shader.is_initialized() && enabled;
}
unsigned int GLCanvas3D::LayersEditing::get_z_texture_id() const
{
return m_z_texture_id;
}
void GLCanvas3D::LayersEditing::render(const GLCanvas3D& canvas, const PrintObject& print_object) const
{
const Rect& bar_rect = _get_bar_rect_viewport(canvas);
@ -549,6 +661,16 @@ void GLCanvas3D::LayersEditing::render(const GLCanvas3D& canvas, const PrintObje
_render_profile(print_object, bar_rect);
}
GLShader* GLCanvas3D::LayersEditing::get_shader()
{
return m_shader.get_shader();
}
bool GLCanvas3D::LayersEditing::_is_initialized() const
{
return m_shader.is_initialized();
}
GLCanvas3D::LayersEditing::GLTextureData GLCanvas3D::LayersEditing::_load_texture_from_file(const std::string& filename) const
{
const std::string& path = resources_dir() + "/icons/";
@ -729,65 +851,6 @@ Rect GLCanvas3D::LayersEditing::_get_reset_rect_viewport(const GLCanvas3D& canva
return Rect((half_w - VARIABLE_LAYER_THICKNESS_BAR_WIDTH) * inv_zoom, (-half_h + VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT) * inv_zoom, half_w * inv_zoom, -half_h * inv_zoom);
}
GLCanvas3D::Shader::Shader()
: m_enabled(false)
, m_shader(nullptr)
{
}
bool GLCanvas3D::Shader::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename)
{
m_shader = new GLShader();
if (m_shader != nullptr)
{
if (!m_shader->load_from_file(fragment_shader_filename.c_str(), vertex_shader_filename.c_str()))
{
std::cout << "Compilaton of path shader failed:" << std::endl;
std::cout << m_shader->last_error << std::endl;
reset();
return false;
}
}
return true;
}
void GLCanvas3D::Shader::reset()
{
if (m_shader != nullptr)
{
delete m_shader;
m_shader = nullptr;
}
}
bool GLCanvas3D::Shader::is_enabled() const
{
return m_enabled;
}
void GLCanvas3D::Shader::set_enabled(bool enabled)
{
m_enabled = enabled;
}
bool GLCanvas3D::Shader::start() const
{
if (m_enabled && (m_shader != nullptr))
{
m_shader->enable();
return true;
}
else
return false;
}
void GLCanvas3D::Shader::stop() const
{
if (m_shader != nullptr)
m_shader->disable();
}
GLCanvas3D::Mouse::Mouse()
: m_dragging(false)
{
@ -824,6 +887,7 @@ GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
, m_warning_texture_enabled(false)
, m_legend_texture_enabled(false)
, m_picking_enabled(false)
, m_shader_enabled(false)
, m_multisample_allowed(false)
{
}
@ -831,10 +895,9 @@ GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
GLCanvas3D::~GLCanvas3D()
{
_deregister_callbacks();
m_shader.reset();
}
bool GLCanvas3D::init(bool useVBOs)
bool GLCanvas3D::init(bool useVBOs, bool use_legacy_opengl)
{
::glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
::glEnable(GL_DEPTH_TEST);
@ -876,6 +939,11 @@ bool GLCanvas3D::init(bool useVBOs)
if (useVBOs && !m_shader.init("gouraud.vs", "gouraud.fs"))
return false;
if (useVBOs && !m_layers_editing.init("variable_layer_height.vs", "variable_layer_height.fs"))
return false;
m_layers_editing.set_allowed(!use_legacy_opengl);
return true;
}
@ -1179,16 +1247,16 @@ bool GLCanvas3D::is_picking_enabled() const
return m_picking_enabled;
}
bool GLCanvas3D::is_shader_enabled() const
{
return m_shader.is_enabled();
}
bool GLCanvas3D::is_multisample_allowed() const
{
return m_multisample_allowed;
}
void GLCanvas3D::enable_layers_editing(bool enable)
{
m_layers_editing.set_enabled(enable);
}
void GLCanvas3D::enable_warning_texture(bool enable)
{
m_warning_texture_enabled = enable;
@ -1206,9 +1274,8 @@ void GLCanvas3D::enable_picking(bool enable)
void GLCanvas3D::enable_shader(bool enable)
{
m_shader.set_enabled(enable);
m_shader_enabled = enable;
}
void GLCanvas3D::allow_multisample(bool allow)
{
m_multisample_allowed = allow;
@ -1289,12 +1356,12 @@ void GLCanvas3D::select_view(const std::string& direction)
bool GLCanvas3D::start_using_shader() const
{
return m_shader.start();
return m_shader.start_using();
}
void GLCanvas3D::stop_using_shader() const
{
m_shader.stop();
m_shader.stop_using();
}
void GLCanvas3D::picking_pass()
@ -1384,6 +1451,16 @@ void GLCanvas3D::render_background() const
::glPopMatrix();
}
unsigned int GLCanvas3D::get_layers_editing_z_texture_id() const
{
return m_layers_editing.get_z_texture_id();
}
GLShader* GLCanvas3D::get_layers_editing_shader()
{
return m_layers_editing.get_shader();
}
void GLCanvas3D::render_bed() const
{
m_bed.render();
@ -1445,12 +1522,12 @@ void GLCanvas3D::render_volumes(bool fake_colors) const
void GLCanvas3D::render_objects(bool useVBOs)
{
if (m_volumes == nullptr)
if ((m_volumes == nullptr) || m_volumes->empty())
return;
::glEnable(GL_LIGHTING);
if (!is_shader_enabled())
if (!m_shader_enabled)
render_volumes(false);
else if (useVBOs)
{