mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-08 15:37:30 -06:00
105 lines
4.9 KiB
C++
105 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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#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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#include <GL/glew.h>
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namespace Slic3r {
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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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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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assert(m_shaders.empty());
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bool valid = true;
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const std::string prefix = GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 1) ? "140/" : "110/";
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// imgui shader
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valid &= append_shader("imgui", { prefix + "imgui.vs", prefix + "imgui.fs" });
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// basic shader, used to render all what was previously rendered using the immediate mode
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valid &= append_shader("flat", { prefix + "flat.vs", prefix + "flat.fs" });
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// basic shader with plane clipping, used to render volumes in picking pass
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valid &= append_shader("flat_clip", { prefix + "flat_clip.vs", prefix + "flat_clip.fs" });
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// basic shader for textures, used to render textures
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valid &= append_shader("flat_texture", { prefix + "flat_texture.vs", prefix + "flat_texture.fs" });
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// used to render 3D scene background
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valid &= append_shader("background", { prefix + "background.vs", prefix + "background.fs" });
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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", { prefix + "gouraud_light.vs", prefix + "gouraud_light.fs" });
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//used to render thumbnail
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valid &= append_shader("thumbnail", { prefix + "thumbnail.vs", prefix + "thumbnail.fs"});
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// used to render printbed
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valid &= append_shader("printbed", { prefix + "printbed.vs", prefix + "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", { prefix + "gouraud_light_instanced.vs", prefix + "gouraud_light_instanced.fs" });
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}
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// used to render objects in 3d editor
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valid &= append_shader("gouraud", { prefix + "gouraud.vs", prefix + "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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// used to render variable layers heights in 3d editor
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valid &= append_shader("variable_layer_height", { prefix + "variable_layer_height.vs", prefix + "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", { prefix + "mm_contour.vs", prefix + "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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valid &= append_shader("mm_gouraud", { prefix + "mm_gouraud.vs", prefix + "mm_gouraud.fs" }, { "FLIP_TRIANGLE_NORMALS"sv });
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else
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valid &= append_shader("mm_gouraud", { prefix + "mm_gouraud.vs", prefix + "mm_gouraud.fs" });
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return { valid, error };
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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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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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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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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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} // namespace Slic3r
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