OrcaSlicer/src/slic3r/GUI/GLShadersManager.cpp
enricoturri1966 fe78e40cb4 Various fixes
2023-11-04 11:41:06 +08:00

105 lines
4.9 KiB
C++

#include "libslic3r/libslic3r.h"
#include "libslic3r/Platform.hpp"
#include "GLShadersManager.hpp"
#include "3DScene.hpp"
#include "GUI_App.hpp"
#include <cassert>
#include <algorithm>
#include <string_view>
using namespace std::literals;
#include <GL/glew.h>
namespace Slic3r {
std::pair<bool, std::string> GLShadersManager::init()
{
std::string error;
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, defines)) {
error += name + "\n";
// if any error happens while initializating the shader, we remove it from the list
m_shaders.pop_back();
return false;
}
return true;
};
assert(m_shaders.empty());
bool valid = true;
const std::string prefix = GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 1) ? "140/" : "110/";
// imgui shader
valid &= append_shader("imgui", { prefix + "imgui.vs", prefix + "imgui.fs" });
// basic shader, used to render all what was previously rendered using the immediate mode
valid &= append_shader("flat", { prefix + "flat.vs", prefix + "flat.fs" });
// basic shader with plane clipping, used to render volumes in picking pass
valid &= append_shader("flat_clip", { prefix + "flat_clip.vs", prefix + "flat_clip.fs" });
// basic shader for textures, used to render textures
valid &= append_shader("flat_texture", { prefix + "flat_texture.vs", prefix + "flat_texture.fs" });
// used to render 3D scene background
valid &= append_shader("background", { prefix + "background.vs", prefix + "background.fs" });
// used to render bed axes and model, selection hints, gcode sequential view marker model, preview shells, options in gcode preview
valid &= append_shader("gouraud_light", { prefix + "gouraud_light.vs", prefix + "gouraud_light.fs" });
//used to render thumbnail
valid &= append_shader("thumbnail", { prefix + "thumbnail.vs", prefix + "thumbnail.fs"});
// used to render printbed
valid &= append_shader("printbed", { prefix + "printbed.vs", prefix + "printbed.fs" });
// used to render options in gcode preview
if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 3)) {
valid &= append_shader("gouraud_light_instanced", { prefix + "gouraud_light_instanced.vs", prefix + "gouraud_light_instanced.fs" });
}
// used to render objects in 3d editor
valid &= append_shader("gouraud", { prefix + "gouraud.vs", prefix + "gouraud.fs" }
#if ENABLE_ENVIRONMENT_MAP
, { "ENABLE_ENVIRONMENT_MAP"sv }
#endif // ENABLE_ENVIRONMENT_MAP
);
// used to render variable layers heights in 3d editor
valid &= append_shader("variable_layer_height", { prefix + "variable_layer_height.vs", prefix + "variable_layer_height.fs" });
// used to render highlight contour around selected triangles inside the multi-material gizmo
valid &= append_shader("mm_contour", { prefix + "mm_contour.vs", prefix + "mm_contour.fs" });
// Used to render painted triangles inside the multi-material gizmo. Triangle normals are computed inside fragment shader.
// For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction.
// Because of this, objects had darker colors inside the multi-material gizmo.
// Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
// Since macOS 12 (Monterey), this issue with the opposite direction on Apple's Arm CPU seems to be fixed, and computed
// triangle normals inside fragment shader have the right direction.
if (platform_flavor() == PlatformFlavor::OSXOnArm && wxPlatformInfo::Get().GetOSMajorVersion() < 12)
valid &= append_shader("mm_gouraud", { prefix + "mm_gouraud.vs", prefix + "mm_gouraud.fs" }, { "FLIP_TRIANGLE_NORMALS"sv });
else
valid &= append_shader("mm_gouraud", { prefix + "mm_gouraud.vs", prefix + "mm_gouraud.fs" });
return { valid, error };
}
void GLShadersManager::shutdown()
{
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; });
return (it != m_shaders.end()) ? it->get() : nullptr;
}
GLShaderProgram* GLShadersManager::get_current_shader()
{
GLint id = 0;
glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &id));
if (id == 0)
return nullptr;
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; });
return (it != m_shaders.end()) ? it->get() : nullptr;
}
} // namespace Slic3r