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			75 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "libslic3r/libslic3r.h"
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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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| 
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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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|         m_shaders.push_back(std::make_unique<GLShaderProgram>());
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|         if (!m_shaders.back()->init_from_files(name, filenames)) {
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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
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|     valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.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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|     valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" });
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|     if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20))
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|         valid &= append_shader("options_120", { "options_120.vs", "options_120.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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|     valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" });
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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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| 
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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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|     for (std::unique_ptr<GLShaderProgram>& shader : m_shaders) {
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|         shader.reset();
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|     }
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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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