mirror of
				https://github.com/SoftFever/OrcaSlicer.git
				synced 2025-11-02 20:51:23 -07:00 
			
		
		
		
	
		
			
				
	
	
		
			368 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			368 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include <GL/glew.h>
 | 
						|
 | 
						|
#include "GLShader.hpp"
 | 
						|
 | 
						|
#include "libslic3r/Utils.hpp"
 | 
						|
#include "3DScene.hpp"
 | 
						|
#include <boost/nowide/fstream.hpp>
 | 
						|
 | 
						|
#include <string>
 | 
						|
#include <utility>
 | 
						|
#include <assert.h>
 | 
						|
 | 
						|
namespace Slic3r {
 | 
						|
 | 
						|
GLShader::~GLShader()
 | 
						|
{
 | 
						|
    assert(fragment_program_id == 0);
 | 
						|
    assert(vertex_program_id == 0);
 | 
						|
    assert(shader_program_id == 0);
 | 
						|
}
 | 
						|
 | 
						|
// A safe wrapper around glGetString to report a "N/A" string in case glGetString returns nullptr.
 | 
						|
inline std::string gl_get_string_safe(GLenum param)
 | 
						|
{
 | 
						|
    const char *value = (const char*)glGetString(param);
 | 
						|
    return std::string(value ? value : "N/A");
 | 
						|
}
 | 
						|
 | 
						|
bool GLShader::load_from_text(const char *fragment_shader, const char *vertex_shader)
 | 
						|
{
 | 
						|
    std::string gl_version = gl_get_string_safe(GL_VERSION);
 | 
						|
    int major = atoi(gl_version.c_str());
 | 
						|
    //int minor = atoi(gl_version.c_str() + gl_version.find('.') + 1);
 | 
						|
    if (major < 2) {
 | 
						|
        // Cannot create a shader object on OpenGL 1.x.
 | 
						|
        // Form an error message.
 | 
						|
        std::string gl_vendor    = gl_get_string_safe(GL_VENDOR);
 | 
						|
        std::string gl_renderer  = gl_get_string_safe(GL_RENDERER);
 | 
						|
        std::string glsl_version = gl_get_string_safe(GL_SHADING_LANGUAGE_VERSION);
 | 
						|
        last_error = "Your computer does not support OpenGL shaders.\n";
 | 
						|
#ifdef _WIN32
 | 
						|
        if (gl_vendor == "Microsoft Corporation" && gl_renderer == "GDI Generic") {
 | 
						|
            last_error = "Windows is using a software OpenGL renderer.\n"
 | 
						|
                         "You are either connected over remote desktop,\n"
 | 
						|
                         "or a hardware acceleration is not available.\n";
 | 
						|
        }
 | 
						|
#endif
 | 
						|
        last_error += "GL version:   " + gl_version   + "\n";
 | 
						|
        last_error += "vendor:       " + gl_vendor    + "\n";
 | 
						|
        last_error += "renderer:     " + gl_renderer  + "\n";
 | 
						|
        last_error += "GLSL version: " + glsl_version + "\n";
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
    if (fragment_shader != nullptr) {
 | 
						|
        this->fragment_program_id = ::glCreateShader(GL_FRAGMENT_SHADER);
 | 
						|
        glcheck();
 | 
						|
        if (this->fragment_program_id == 0) {
 | 
						|
            last_error = "glCreateShader(GL_FRAGMENT_SHADER) failed.";
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
        GLint len = (GLint)strlen(fragment_shader);
 | 
						|
        glsafe(::glShaderSource(this->fragment_program_id, 1, &fragment_shader, &len));
 | 
						|
        glsafe(::glCompileShader(this->fragment_program_id));
 | 
						|
        GLint params;
 | 
						|
        glsafe(::glGetShaderiv(this->fragment_program_id, GL_COMPILE_STATUS, ¶ms));
 | 
						|
        if (params == GL_FALSE) {
 | 
						|
            // Compilation failed. Get the log.
 | 
						|
            glsafe(::glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, ¶ms));
 | 
						|
            std::vector<char> msg(params);
 | 
						|
            glsafe(::glGetShaderInfoLog(this->fragment_program_id, params, ¶ms, msg.data()));
 | 
						|
            this->last_error = std::string("Fragment shader compilation failed:\n") + msg.data();
 | 
						|
            this->release();
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    if (vertex_shader != nullptr) {
 | 
						|
        this->vertex_program_id = ::glCreateShader(GL_VERTEX_SHADER);
 | 
						|
        glcheck();
 | 
						|
        if (this->vertex_program_id == 0) {
 | 
						|
            last_error = "glCreateShader(GL_VERTEX_SHADER) failed.";
 | 
						|
            this->release();
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
        GLint len = (GLint)strlen(vertex_shader);
 | 
						|
        glsafe(::glShaderSource(this->vertex_program_id, 1, &vertex_shader, &len));
 | 
						|
        glsafe(::glCompileShader(this->vertex_program_id));
 | 
						|
        GLint params;
 | 
						|
        glsafe(::glGetShaderiv(this->vertex_program_id, GL_COMPILE_STATUS, ¶ms));
 | 
						|
        if (params == GL_FALSE) {
 | 
						|
            // Compilation failed. Get the log.
 | 
						|
            glsafe(::glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms));
 | 
						|
            std::vector<char> msg(params);
 | 
						|
            glsafe(::glGetShaderInfoLog(this->vertex_program_id, params, ¶ms, msg.data()));
 | 
						|
            this->last_error = std::string("Vertex shader compilation failed:\n") + msg.data();
 | 
						|
            this->release();
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    // Link shaders
 | 
						|
    this->shader_program_id = ::glCreateProgram();
 | 
						|
    glcheck();
 | 
						|
    if (this->shader_program_id == 0) {
 | 
						|
        last_error = "glCreateProgram() failed.";
 | 
						|
        this->release();
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
    if (this->fragment_program_id)
 | 
						|
        glsafe(::glAttachShader(this->shader_program_id, this->fragment_program_id));
 | 
						|
    if (this->vertex_program_id)
 | 
						|
        glsafe(::glAttachShader(this->shader_program_id, this->vertex_program_id));
 | 
						|
    glsafe(::glLinkProgram(this->shader_program_id));
 | 
						|
 | 
						|
    GLint params;
 | 
						|
    glsafe(::glGetProgramiv(this->shader_program_id, GL_LINK_STATUS, ¶ms));
 | 
						|
    if (params == GL_FALSE) {
 | 
						|
        // Linking failed. Get the log.
 | 
						|
        glsafe(::glGetProgramiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms));
 | 
						|
        std::vector<char> msg(params);
 | 
						|
        glsafe(::glGetProgramInfoLog(this->vertex_program_id, params, ¶ms, msg.data()));
 | 
						|
        this->last_error = std::string("Shader linking failed:\n") + msg.data();
 | 
						|
        this->release();
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
    last_error.clear();
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
bool GLShader::load_from_file(const char* fragment_shader_filename, const char* vertex_shader_filename)
 | 
						|
{
 | 
						|
    const std::string& path = resources_dir() + "/shaders/";
 | 
						|
 | 
						|
    boost::nowide::ifstream vs(path + std::string(vertex_shader_filename), boost::nowide::ifstream::binary);
 | 
						|
    if (!vs.good())
 | 
						|
        return false;
 | 
						|
 | 
						|
    vs.seekg(0, vs.end);
 | 
						|
    int file_length = (int)vs.tellg();
 | 
						|
    vs.seekg(0, vs.beg);
 | 
						|
    std::string vertex_shader(file_length, '\0');
 | 
						|
    vs.read(const_cast<char*>(vertex_shader.data()), file_length);
 | 
						|
    if (!vs.good())
 | 
						|
        return false;
 | 
						|
 | 
						|
    vs.close();
 | 
						|
 | 
						|
    boost::nowide::ifstream fs(path + std::string(fragment_shader_filename), boost::nowide::ifstream::binary);
 | 
						|
    if (!fs.good())
 | 
						|
        return false;
 | 
						|
 | 
						|
    fs.seekg(0, fs.end);
 | 
						|
    file_length = (int)fs.tellg();
 | 
						|
    fs.seekg(0, fs.beg);
 | 
						|
    std::string fragment_shader(file_length, '\0');
 | 
						|
    fs.read(const_cast<char*>(fragment_shader.data()), file_length);
 | 
						|
    if (!fs.good())
 | 
						|
        return false;
 | 
						|
 | 
						|
    fs.close();
 | 
						|
 | 
						|
    return load_from_text(fragment_shader.c_str(), vertex_shader.c_str());
 | 
						|
}
 | 
						|
 | 
						|
void GLShader::release()
 | 
						|
{
 | 
						|
    if (this->shader_program_id) {
 | 
						|
        if (this->vertex_program_id)
 | 
						|
            glsafe(::glDetachShader(this->shader_program_id, this->vertex_program_id));
 | 
						|
        if (this->fragment_program_id)
 | 
						|
            glsafe(::glDetachShader(this->shader_program_id, this->fragment_program_id));
 | 
						|
        glsafe(::glDeleteProgram(this->shader_program_id));
 | 
						|
        this->shader_program_id = 0;
 | 
						|
    }
 | 
						|
 | 
						|
    if (this->vertex_program_id) {
 | 
						|
        glsafe(::glDeleteShader(this->vertex_program_id));
 | 
						|
        this->vertex_program_id = 0;
 | 
						|
    }
 | 
						|
    if (this->fragment_program_id) {
 | 
						|
        glsafe(::glDeleteShader(this->fragment_program_id));
 | 
						|
        this->fragment_program_id = 0;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void GLShader::enable() const
 | 
						|
{
 | 
						|
    glsafe(::glUseProgram(this->shader_program_id));
 | 
						|
}
 | 
						|
 | 
						|
void GLShader::disable() const
 | 
						|
{
 | 
						|
    glsafe(::glUseProgram(0));
 | 
						|
}
 | 
						|
 | 
						|
// Return shader vertex attribute ID
 | 
						|
int GLShader::get_attrib_location(const char *name) const
 | 
						|
{
 | 
						|
    return this->shader_program_id ? glGetAttribLocation(this->shader_program_id, name) : -1;
 | 
						|
}
 | 
						|
 | 
						|
// Return shader uniform variable ID
 | 
						|
int GLShader::get_uniform_location(const char *name) const
 | 
						|
{
 | 
						|
    return this->shader_program_id ? glGetUniformLocation(this->shader_program_id, name) : -1;
 | 
						|
}
 | 
						|
 | 
						|
bool GLShader::set_uniform(const char *name, float value) const
 | 
						|
{
 | 
						|
    int id = this->get_uniform_location(name);
 | 
						|
    if (id >= 0) { 
 | 
						|
        glsafe(::glUniform1fARB(id, value));
 | 
						|
        return true;
 | 
						|
    }
 | 
						|
    return false;
 | 
						|
}
 | 
						|
 | 
						|
bool GLShader::set_uniform(const char* name, const float* matrix) const
 | 
						|
{
 | 
						|
    int id = get_uniform_location(name);
 | 
						|
    if (id >= 0)
 | 
						|
    {
 | 
						|
        glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, (const GLfloat*)matrix));
 | 
						|
        return true;
 | 
						|
    }
 | 
						|
    return false;
 | 
						|
}
 | 
						|
 | 
						|
bool GLShader::set_uniform(const char* name, int value) const
 | 
						|
{
 | 
						|
    int id = get_uniform_location(name);
 | 
						|
    if (id >= 0)
 | 
						|
    {
 | 
						|
        glsafe(::glUniform1i(id, value));
 | 
						|
        return true;
 | 
						|
    }
 | 
						|
    return false;
 | 
						|
}
 | 
						|
 | 
						|
/*
 | 
						|
# Set shader vector
 | 
						|
sub SetVector
 | 
						|
{
 | 
						|
    my($self,$var,@values) = @_;
 | 
						|
 | 
						|
    my $id = $self->Map($var);
 | 
						|
    return 'Unable to map $var' if (!defined($id));
 | 
						|
 | 
						|
    my $count = scalar(@values);
 | 
						|
    eval('glUniform'.$count.'fARB($id,@values)');
 | 
						|
 | 
						|
    return '';
 | 
						|
}
 | 
						|
 | 
						|
# Set shader 4x4 matrix
 | 
						|
sub SetMatrix
 | 
						|
{
 | 
						|
    my($self,$var,$oga) = @_;
 | 
						|
 | 
						|
    my $id = $self->Map($var);
 | 
						|
    return 'Unable to map $var' if (!defined($id));
 | 
						|
 | 
						|
    glUniformMatrix4fvARB_c($id,1,0,$oga->ptr());
 | 
						|
    return '';
 | 
						|
}
 | 
						|
*/
 | 
						|
 | 
						|
#if ENABLE_TEXTURES_FROM_SVG
 | 
						|
Shader::Shader()
 | 
						|
    : m_shader(nullptr)
 | 
						|
{
 | 
						|
}
 | 
						|
 | 
						|
Shader::~Shader()
 | 
						|
{
 | 
						|
    reset();
 | 
						|
}
 | 
						|
 | 
						|
bool 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 Shader::is_initialized() const
 | 
						|
{
 | 
						|
    return (m_shader != nullptr);
 | 
						|
}
 | 
						|
 | 
						|
bool Shader::start_using() const
 | 
						|
{
 | 
						|
    if (is_initialized())
 | 
						|
    {
 | 
						|
        m_shader->enable();
 | 
						|
        return true;
 | 
						|
    }
 | 
						|
    else
 | 
						|
        return false;
 | 
						|
}
 | 
						|
 | 
						|
void Shader::stop_using() const
 | 
						|
{
 | 
						|
    if (m_shader != nullptr)
 | 
						|
        m_shader->disable();
 | 
						|
}
 | 
						|
 | 
						|
int Shader::get_attrib_location(const std::string& name) const
 | 
						|
{
 | 
						|
    return (m_shader != nullptr) ? m_shader->get_attrib_location(name.c_str()) : -1;
 | 
						|
}
 | 
						|
 | 
						|
int Shader::get_uniform_location(const std::string& name) const
 | 
						|
{
 | 
						|
    return (m_shader != nullptr) ? m_shader->get_uniform_location(name.c_str()) : -1;
 | 
						|
}
 | 
						|
 | 
						|
void Shader::set_uniform(const std::string& name, float value) const
 | 
						|
{
 | 
						|
    if (m_shader != nullptr)
 | 
						|
        m_shader->set_uniform(name.c_str(), value);
 | 
						|
}
 | 
						|
 | 
						|
void Shader::set_uniform(const std::string& name, const float* matrix) const
 | 
						|
{
 | 
						|
    if (m_shader != nullptr)
 | 
						|
        m_shader->set_uniform(name.c_str(), matrix);
 | 
						|
}
 | 
						|
 | 
						|
void Shader::set_uniform(const std::string& name, bool value) const
 | 
						|
{
 | 
						|
    if (m_shader != nullptr)
 | 
						|
        m_shader->set_uniform(name.c_str(), value ? 1 : 0);
 | 
						|
}
 | 
						|
 | 
						|
unsigned int Shader::get_shader_program_id() const
 | 
						|
{
 | 
						|
    return (m_shader != nullptr) ? m_shader->shader_program_id : 0;
 | 
						|
}
 | 
						|
 | 
						|
void Shader::reset()
 | 
						|
{
 | 
						|
    if (m_shader != nullptr)
 | 
						|
    {
 | 
						|
        m_shader->release();
 | 
						|
        delete m_shader;
 | 
						|
        m_shader = nullptr;
 | 
						|
    }
 | 
						|
}
 | 
						|
#endif // ENABLE_TEXTURES_FROM_SVG
 | 
						|
 | 
						|
} // namespace Slic3r
 |