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	1) Shader manager: Allow to override #defines programatically
when loading a shader file. 2) Conditional compilation of environmental mapping in gouraud.fs using 1)
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					 5 changed files with 47 additions and 17 deletions
				
			
		|  | @ -611,7 +611,7 @@ struct _3DScene | |||
|     static void point3_to_verts(const Vec3crd& point, double width, double height, GLVolume& volume); | ||||
| }; | ||||
| 
 | ||||
| static constexpr float BedEpsilon = EPSILON; | ||||
| static constexpr float BedEpsilon = float(EPSILON); | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
|  |  | |||
|  | @ -18,9 +18,10 @@ GLShaderProgram::~GLShaderProgram() | |||
|         glsafe(::glDeleteProgram(m_id)); | ||||
| } | ||||
| 
 | ||||
| bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames) | ||||
| bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames, const std::initializer_list<std::string_view> &defines) | ||||
| { | ||||
|     auto load_from_file = [](const std::string& filename) { | ||||
|     // 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()) { | ||||
|  | @ -31,20 +32,39 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen | |||
|         s.seekg(0, s.end); | ||||
|         int file_length = static_cast<int>(s.tellg()); | ||||
|         s.seekg(0, s.beg); | ||||
|         std::string source(file_length, '\0'); | ||||
|         s.read(source.data(), file_length); | ||||
|         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 1\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]); | ||||
|         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(); | ||||
|  |  | |||
|  | @ -3,6 +3,7 @@ | |||
| 
 | ||||
| #include <array> | ||||
| #include <string> | ||||
| #include <string_view> | ||||
| 
 | ||||
| #include "libslic3r/Point.hpp" | ||||
| 
 | ||||
|  | @ -32,7 +33,7 @@ private: | |||
| public: | ||||
|     ~GLShaderProgram(); | ||||
| 
 | ||||
|     bool init_from_files(const std::string& name, const ShaderFilenames& filenames); | ||||
|     bool init_from_files(const std::string& name, const ShaderFilenames& filenames, const std::initializer_list<std::string_view> &defines = {}); | ||||
|     bool init_from_texts(const std::string& name, const ShaderSources& sources); | ||||
| 
 | ||||
|     const std::string& get_name() const { return m_name; } | ||||
|  |  | |||
|  | @ -5,6 +5,8 @@ | |||
| 
 | ||||
| #include <cassert> | ||||
| #include <algorithm> | ||||
| #include <string_view> | ||||
| using namespace std::literals; | ||||
| 
 | ||||
| #include <GL/glew.h> | ||||
| 
 | ||||
|  | @ -14,9 +16,10 @@ std::pair<bool, std::string> GLShadersManager::init() | |||
| { | ||||
|     std::string error; | ||||
| 
 | ||||
|     auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames) { | ||||
|     auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames,  | ||||
|         const std::initializer_list<std::string_view> &defines = {}) { | ||||
|         m_shaders.push_back(std::make_unique<GLShaderProgram>()); | ||||
|         if (!m_shaders.back()->init_from_files(name, filenames)) { | ||||
|         if (!m_shaders.back()->init_from_files(name, filenames, defines)) { | ||||
|             error += name + "\n"; | ||||
|             // if any error happens while initializating the shader, we remove it from the list
 | ||||
|             m_shaders.pop_back(); | ||||
|  | @ -40,7 +43,11 @@ std::pair<bool, std::string> GLShadersManager::init() | |||
|     // used to render extrusion and travel paths as lines in gcode preview
 | ||||
|     valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" }); | ||||
|     // used to render objects in 3d editor
 | ||||
|     valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }); | ||||
|     valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" } | ||||
| #if ENABLE_ENVIRONMENT_MAP | ||||
|         , { "ENABLE_ENVIRONMENT_MAP"sv } | ||||
| #endif | ||||
|         ); | ||||
|     // used to render variable layers heights in 3d editor
 | ||||
|     valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" }); | ||||
| 
 | ||||
|  | @ -49,14 +56,12 @@ std::pair<bool, std::string> GLShadersManager::init() | |||
| 
 | ||||
| void GLShadersManager::shutdown() | ||||
| { | ||||
|     for (std::unique_ptr<GLShaderProgram>& shader : m_shaders) { | ||||
|         shader.reset(); | ||||
|     } | ||||
|     m_shaders.clear(); | ||||
| } | ||||
| 
 | ||||
| GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name) | ||||
| { | ||||
|     auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [shader_name](std::unique_ptr<GLShaderProgram>& p) { return p->get_name() == shader_name; }); | ||||
|     auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [&shader_name](std::unique_ptr<GLShaderProgram>& p) { return p->get_name() == shader_name; }); | ||||
|     return (it != m_shaders.end()) ? it->get() : nullptr; | ||||
| } | ||||
| 
 | ||||
|  |  | |||
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	 Vojtech Bubnik
						Vojtech Bubnik