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	 a9a228d071
			
		
	
	
		a9a228d071
		
	
	
	
	
		
			
			1. remove wireframe in 3d view, only keep in paint; 2. pass barycentric_coordinates from outside 3. add shortcut hints Change-Id: I911e5cdf3475926d9527dc0839fdce072ed54746 (cherry picked from commit 6e16d0ccfb71741e55daabd757be9f9e7613e695)
		
			
				
	
	
		
			115 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			115 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "libslic3r/libslic3r.h"
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| #include "libslic3r/Platform.hpp"
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| #include "GLShadersManager.hpp"
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| #include "3DScene.hpp"
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| #include "GUI_App.hpp"
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| 
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| #include <cassert>
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| #include <algorithm>
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| #include <string_view>
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| using namespace std::literals;
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| 
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| #include <GL/glew.h>
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| 
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| namespace Slic3r {
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| 
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| std::pair<bool, std::string> GLShadersManager::init()
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| {
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|     std::string error;
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| 
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|     auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames,
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|         const std::initializer_list<std::string_view> &defines = {}) {
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|         m_shaders.push_back(std::make_unique<GLShaderProgram>());
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|         if (!m_shaders.back()->init_from_files(name, filenames, defines)) {
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|             error += name + "\n";
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|             // if any error happens while initializating the shader, we remove it from the list
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|             m_shaders.pop_back();
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|             return false;
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|         }
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|         return true;
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|     };
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| 
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|     assert(m_shaders.empty());
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| 
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|     bool valid = true;
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| 
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|     // used to render bed axes and model, selection hints, gcode sequential view marker model, preview shells, options in gcode preview
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|    valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.fs" });
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|    // used to render first layer for calibration
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|    valid &= append_shader("cali", { "cali.vs", "cali.fs"});
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|     // used to render printbed
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|     valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
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|     // used to render options in gcode preview
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|     if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 3))
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|         valid &= append_shader("gouraud_light_instanced", { "gouraud_light_instanced.vs", "gouraud_light_instanced.fs" });
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|     // used to render extrusion and travel paths as lines in gcode preview
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|     valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
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|     // used to render objects in 3d editor
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|     //if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 0)) {
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|     if (0) {
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|         valid &= append_shader("gouraud", { "gouraud_130.vs", "gouraud_130.fs" }
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| #if ENABLE_ENVIRONMENT_MAP
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|             , { "ENABLE_ENVIRONMENT_MAP"sv }
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| #endif // ENABLE_ENVIRONMENT_MAP
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|             );
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|     }
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|     else {
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|         valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
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| #if ENABLE_ENVIRONMENT_MAP
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|         , { "ENABLE_ENVIRONMENT_MAP"sv }
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| #endif // ENABLE_ENVIRONMENT_MAP
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|         );
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|     }
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|     // used to render variable layers heights in 3d editor
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|     valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
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|     // used to render highlight contour around selected triangles inside the multi-material gizmo
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|     valid &= append_shader("mm_contour", { "mm_contour.vs", "mm_contour.fs" });
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|     // Used to render painted triangles inside the multi-material gizmo. Triangle normals are computed inside fragment shader.
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|     // For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction.
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|     // Because of this, objects had darker colors inside the multi-material gizmo.
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|     // Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
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|     // Since macOS 12 (Monterey), this issue with the opposite direction on Apple's Arm CPU seems to be fixed, and computed
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|     // triangle normals inside fragment shader have the right direction.
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|     if (platform_flavor() == PlatformFlavor::OSXOnArm && wxPlatformInfo::Get().GetOSMajorVersion() < 12) {
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|         //if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 0))
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|             valid &= append_shader("mm_gouraud", {"mm_gouraud_130.vs", "mm_gouraud_130.fs"}, {"FLIP_TRIANGLE_NORMALS"sv});
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|         //else
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|         //    valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"}, {"FLIP_TRIANGLE_NORMALS"sv});
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|     }
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|     else {
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|         //if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 0))
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|             valid &= append_shader("mm_gouraud", {"mm_gouraud_wireframe.vs", "mm_gouraud_wireframe.fs"});
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|         //else
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|         //    valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"});
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|     }
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| 
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|     //BBS: add shader for outline
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|     valid &= append_shader("outline", { "outline.vs", "outline.fs" });
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| 
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|     return { valid, error };
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| }
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| 
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| void GLShadersManager::shutdown()
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| {
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|     m_shaders.clear();
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| }
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| 
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| GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name)
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| {
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|     auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [&shader_name](std::unique_ptr<GLShaderProgram>& p) { return p->get_name() == shader_name; });
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|     return (it != m_shaders.end()) ? it->get() : nullptr;
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| }
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| 
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| GLShaderProgram* GLShadersManager::get_current_shader()
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| {
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|     GLint id = 0;
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|     glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &id));
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|     if (id == 0)
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|         return nullptr;
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| 
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|     auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [id](std::unique_ptr<GLShaderProgram>& p) { return static_cast<GLint>(p->get_id()) == id; });
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|     return (it != m_shaders.end()) ? it->get() : nullptr;
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| }
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| 
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| } // namespace Slic3r
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| 
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