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			395 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			395 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "libslic3r/libslic3r.h"
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| #include "GLShader.hpp"
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| 
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| #include "3DScene.hpp"
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| #include "libslic3r/Utils.hpp"
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| #include "libslic3r/format.hpp"
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| 
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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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| 
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| #include <boost/log/trivial.hpp>
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| 
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| namespace Slic3r {
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| 
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| GLShaderProgram::~GLShaderProgram()
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| {
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|     if (m_id > 0)
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|         glsafe(::glDeleteProgram(m_id));
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| }
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| 
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| bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames, const std::initializer_list<std::string_view> &defines)
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| {
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|     // Load a shader program from file, prepend defs block.
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|     auto load_from_file = [](const std::string& filename, const std::string &defs) {
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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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|             BOOST_LOG_TRIVIAL(error) << "Couldn't open file: '" << path << "'";
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|             return std::string();
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|         }
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| 
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|         s.seekg(0, s.end);
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|         int file_length = static_cast<int>(s.tellg());
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|         s.seekg(0, s.beg);
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|         std::string source(defs.size() + file_length, '\0');
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|         memcpy(source.data(), defs.c_str(), defs.size());
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|         s.read(source.data() + defs.size(), file_length);
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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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|         s.close();
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| 
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|         if (! defs.empty()) {
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|             // Extract the version and flip the order of "defines" and version in the source block.
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|             size_t idx = source.find("\n", defs.size());
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|             if (idx != std::string::npos && strncmp(source.c_str() + defs.size(), "#version", 8) == 0) {
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|                 // Swap the version line with the defines.
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|                 size_t len = idx - defs.size() + 1;
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|                 memmove(source.data(), source.c_str() + defs.size(), len);
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|                 memcpy(source.data() + len, defs.c_str(), defs.size());
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|             }
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|         }
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| 
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|         return source;
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|     };
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| 
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|     // Create a block of C "defines" from list of symbols.
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|     std::string defines_program;
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|     for (std::string_view def : defines)
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|         // Our shaders are stored with "\r\n", thus replicate the same here for consistency. Likely "\n" would suffice, 
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|         // but we don't know all the OpenGL shader compilers around.
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|         defines_program += format("#define %s\r\n", def);
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| 
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|     ShaderSources sources = {};
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|     for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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|         sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i], defines_program);
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|     }
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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() && 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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| 
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|     return valid ? init_from_texts(name, sources) : false;
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| }
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| 
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| bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSources& sources)
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| {
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|     auto shader_type_as_string = [](EShaderType type) {
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|         switch (type)
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|         {
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|         case EShaderType::Vertex:         { return "vertex"; }
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|         case EShaderType::Fragment:       { return "fragment"; }
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|         case EShaderType::Geometry:       { return "geometry"; }
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|         case EShaderType::TessEvaluation: { return "tesselation evaluation"; }
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|         case EShaderType::TessControl:    { return "tesselation control"; }
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|         case EShaderType::Compute:        { return "compute"; }
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|         default:                          { return "unknown"; }
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|         }
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|     };
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| 
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|     auto create_shader = [](EShaderType type) {
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|         GLuint id = 0;
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|         switch (type)
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|         {
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|         case EShaderType::Vertex:         { id = ::glCreateShader(GL_VERTEX_SHADER); glcheck(); break; }
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|         case EShaderType::Fragment:       { id = ::glCreateShader(GL_FRAGMENT_SHADER); glcheck(); break; }
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|         case EShaderType::Geometry:       { id = ::glCreateShader(GL_GEOMETRY_SHADER); glcheck(); break; }
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|         case EShaderType::TessEvaluation: { id = ::glCreateShader(GL_TESS_EVALUATION_SHADER); glcheck(); break; }
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|         case EShaderType::TessControl:    { id = ::glCreateShader(GL_TESS_CONTROL_SHADER); glcheck(); break; }
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|         case EShaderType::Compute:        { id = ::glCreateShader(GL_COMPUTE_SHADER); glcheck(); break; }
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|         default:                          { break; }
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|         }
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|            
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|         return (id == 0) ? std::make_pair(false, GLuint(0)) : std::make_pair(true, id);
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|     };
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| 
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|     auto release_shaders = [](const std::array<GLuint, static_cast<size_t>(EShaderType::Count)>& shader_ids) {
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|         for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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|             if (shader_ids[i] > 0)
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|                 glsafe(::glDeleteShader(shader_ids[i]));
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|         }
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|     };
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| 
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|     assert(m_id == 0);
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| 
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|     m_name = name;
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| 
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|     std::array<GLuint, static_cast<size_t>(EShaderType::Count)> shader_ids = { 0 };
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| 
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|     for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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|         const std::string& source = sources[i];
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|         if (!source.empty())
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|         {
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|             EShaderType type = static_cast<EShaderType>(i);
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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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|                 BOOST_LOG_TRIVIAL(error) << "glCreateShader() failed for " << shader_type_as_string(type) << " shader of shader program '" << name << "'";
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| 
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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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| 
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|             const char* source_ptr = source.c_str();
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|             glsafe(::glShaderSource(id, 1, &source_ptr, nullptr));
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|             glsafe(::glCompileShader(id));
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|             GLint params;
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|             glsafe(::glGetShaderiv(id, GL_COMPILE_STATUS, ¶ms));
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|             if (params == GL_FALSE) {
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|                 // Compilation failed. 
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|                 glsafe(::glGetShaderiv(id, GL_INFO_LOG_LENGTH, ¶ms));
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|                 std::vector<char> msg(params);
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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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| 
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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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|         }
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|     }
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| 
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|     m_id = ::glCreateProgram();
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|     glcheck();
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|     if (m_id == 0) {
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|         BOOST_LOG_TRIVIAL(error) << "glCreateProgram() failed for shader program '" << name << "'";
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| 
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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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| 
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|     for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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|         if (shader_ids[i] > 0)
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|             glsafe(::glAttachShader(m_id, shader_ids[i]));
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|     }
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| 
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|     glsafe(::glLinkProgram(m_id));
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|     GLint params;
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|     glsafe(::glGetProgramiv(m_id, GL_LINK_STATUS, ¶ms));
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|     if (params == GL_FALSE) {
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|         // Linking failed. 
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|         glsafe(::glGetProgramiv(m_id, GL_INFO_LOG_LENGTH, ¶ms));
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|         std::vector<char> msg(params);
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|         glsafe(::glGetProgramInfoLog(m_id, params, ¶ms, msg.data()));
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|         BOOST_LOG_TRIVIAL(error) << "Unable to link shader program '" << name << "':\n" << msg.data();
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| 
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|         // release shaders
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|         release_shaders(shader_ids);
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| 
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|         // release shader program
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|         glsafe(::glDeleteProgram(m_id));
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|         m_id = 0;
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| 
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|         return false;
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|     }
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| 
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|     // release shaders, they are no more needed
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|     release_shaders(shader_ids);
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| 
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|     return true;
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| }
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| 
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| void GLShaderProgram::start_using() const
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| {
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|     assert(m_id > 0);
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|     glsafe(::glUseProgram(m_id));
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| }
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| 
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| void GLShaderProgram::stop_using() const
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| {
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|     glsafe(::glUseProgram(0));
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| }
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| 
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| bool GLShaderProgram::set_uniform(const char* name, int 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(::glUniform1i(id, static_cast<GLint>(value)));
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|         return true;
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|     }
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|     return false;
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| }
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| 
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| bool GLShaderProgram::set_uniform(const char* name, bool value) const
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| {
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|     return set_uniform(name, value ? 1 : 0);
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| }
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| 
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| bool GLShaderProgram::set_uniform(const char* name, float 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(::glUniform1f(id, static_cast<GLfloat>(value)));
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|         return true;
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|     }
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|     return false;
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| }
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| 
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| bool GLShaderProgram::set_uniform(const char* name, double value) const
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| {
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|     return set_uniform(name, static_cast<float>(value));
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| }
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| 
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| bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 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(::glUniform2iv(id, 1, static_cast<const GLint*>(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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| 
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| bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 3>& 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(::glUniform3iv(id, 1, static_cast<const GLint*>(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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| 
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| bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 4>& 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(::glUniform4iv(id, 1, static_cast<const GLint*>(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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| 
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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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| 
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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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|     if (id >= 0) {
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|         glsafe(::glUniform3fv(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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| 
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| bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 4>& 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(::glUniform4fv(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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| 
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| bool GLShaderProgram::set_uniform(const char* name, const float* value, size_t size) const
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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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|         int id = get_uniform_location(name);
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|         if (id >= 0) {
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|             if (size == 2)
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|                 glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value)));
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|             else if (size == 3)
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|                 glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value)));
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|             else
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|                 glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value)));
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| 
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|             return true;
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|         }
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|     }
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|     return false;
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| }
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| 
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| bool GLShaderProgram::set_uniform(const char* name, const Transform3f& 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(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.matrix().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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| 
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| bool GLShaderProgram::set_uniform(const char* name, const Transform3d& value) const
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| {
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|     return set_uniform(name, value.cast<float>());
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| }
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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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| 
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| bool GLShaderProgram::set_uniform(const char* name, const Vec3f& 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(::glUniform3fv(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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| 
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| bool GLShaderProgram::set_uniform(const char* name, const Vec3d& value) const
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| {
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|     return set_uniform(name, static_cast<Vec3f>(value.cast<float>()));
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| }
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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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|     assert(m_id > 0);
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| 
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|     if (m_id <= 0)
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|         // Shader program not loaded. This should not happen.
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|         return -1;
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| 
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|     auto it = std::find_if(m_attrib_location_cache.begin(), m_attrib_location_cache.end(), [name](const auto& p) { return p.first == name; });
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|     if (it != m_attrib_location_cache.end())
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|         // Attrib ID cached.
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|         return it->second;
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| 
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|     int id = ::glGetAttribLocation(m_id, name);
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|     const_cast<GLShaderProgram*>(this)->m_attrib_location_cache.push_back({ name, id });
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|     return id;
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| }
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| 
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| int GLShaderProgram::get_uniform_location(const char* name) const
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| {
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|     assert(m_id > 0);
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| 
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|     if (m_id <= 0)
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|         // Shader program not loaded. This should not happen.
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|         return -1;
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| 
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|     auto it = std::find_if(m_uniform_location_cache.begin(), m_uniform_location_cache.end(), [name](const auto &p) { return p.first == name; });
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|     if (it != m_uniform_location_cache.end())
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|         // Uniform ID cached.
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|         return it->second;
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| 
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|     int id = ::glGetUniformLocation(m_id, name);
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|     const_cast<GLShaderProgram*>(this)->m_uniform_location_cache.push_back({ name, id });
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|     return id;
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| }
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| 
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| } // namespace Slic3r
 | 
