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ENABLE_SHADERS_MANAGER -> Unified client code of new GLShadersManager and GLShaderProgram classes
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cbfb09a241
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10 changed files with 123 additions and 37 deletions
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@ -6,6 +6,7 @@
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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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#if ENABLE_SHADERS_MANAGER
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#include <boost/log/trivial.hpp>
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@ -23,8 +24,7 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
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auto load_from_file = [](const std::string& filename) {
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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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{
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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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@ -34,8 +34,7 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
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s.seekg(0, s.beg);
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std::string source(file_length, '\0');
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s.read(source.data(), file_length);
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if (!s.good())
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{
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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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@ -49,8 +48,9 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
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sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i]);
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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()) ||
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!sources[static_cast<size_t>(EShaderType::Compute)].empty();
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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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@ -107,9 +107,11 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
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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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{
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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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@ -125,7 +127,7 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
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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 shader
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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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@ -173,13 +175,10 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
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return true;
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}
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bool GLShaderProgram::start_using() const
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void GLShaderProgram::start_using() const
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{
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if (m_id == 0)
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return false;
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assert(m_id > 0);
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glsafe(::glUseProgram(m_id));
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return true;
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}
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void GLShaderProgram::stop_using() const
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@ -212,6 +211,16 @@ bool GLShaderProgram::set_uniform(const char* name, float value) const
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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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@ -236,8 +245,7 @@ bool GLShaderProgram::set_uniform(const char* name, const float* value, size_t s
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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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{
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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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@ -268,6 +276,16 @@ bool GLShaderProgram::set_uniform(const char* name, const Transform3d& value) co
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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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int GLShaderProgram::get_attrib_location(const char* name) const
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{
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return (m_id > 0) ? ::glGetAttribLocation(m_id, name) : -1;
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