#include "libslic3r/libslic3r.h" #include "GLShader.hpp" #include "3DScene.hpp" #include "libslic3r/Utils.hpp" #include #include #include #if ENABLE_SHADERS_MANAGER #include namespace Slic3r { GLShaderProgram::~GLShaderProgram() { if (m_id > 0) glsafe(::glDeleteProgram(m_id)); } bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames) { auto load_from_file = [](const std::string& filename) { std::string path = resources_dir() + "/shaders/" + filename; boost::nowide::ifstream s(path, boost::nowide::ifstream::binary); if (!s.good()) { BOOST_LOG_TRIVIAL(error) << "Couldn't open file: '" << path << "'"; return std::string(); } s.seekg(0, s.end); int file_length = static_cast(s.tellg()); s.seekg(0, s.beg); std::string source(file_length, '\0'); s.read(source.data(), file_length); if (!s.good()) { BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'"; return std::string(); } s.close(); return source; }; ShaderSources sources = {}; for (size_t i = 0; i < static_cast(EShaderType::Count); ++i) { sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i]); } bool valid = !sources[static_cast(EShaderType::Vertex)].empty() && !sources[static_cast(EShaderType::Fragment)].empty() && sources[static_cast(EShaderType::Compute)].empty(); valid |= !sources[static_cast(EShaderType::Compute)].empty() && sources[static_cast(EShaderType::Vertex)].empty() && sources[static_cast(EShaderType::Fragment)].empty() && sources[static_cast(EShaderType::Geometry)].empty() && sources[static_cast(EShaderType::TessEvaluation)].empty() && sources[static_cast(EShaderType::TessControl)].empty(); return valid ? init_from_texts(name, sources) : false; } bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSources& sources) { auto shader_type_as_string = [](EShaderType type) { switch (type) { case EShaderType::Vertex: { return "vertex"; } case EShaderType::Fragment: { return "fragment"; } case EShaderType::Geometry: { return "geometry"; } case EShaderType::TessEvaluation: { return "tesselation evaluation"; } case EShaderType::TessControl: { return "tesselation control"; } case EShaderType::Compute: { return "compute"; } default: { return "unknown"; } } }; auto create_shader = [](EShaderType type) { GLuint id = 0; switch (type) { case EShaderType::Vertex: { id = ::glCreateShader(GL_VERTEX_SHADER); glcheck(); break; } case EShaderType::Fragment: { id = ::glCreateShader(GL_FRAGMENT_SHADER); glcheck(); break; } case EShaderType::Geometry: { id = ::glCreateShader(GL_GEOMETRY_SHADER); glcheck(); break; } case EShaderType::TessEvaluation: { id = ::glCreateShader(GL_TESS_EVALUATION_SHADER); glcheck(); break; } case EShaderType::TessControl: { id = ::glCreateShader(GL_TESS_CONTROL_SHADER); glcheck(); break; } case EShaderType::Compute: { id = ::glCreateShader(GL_COMPUTE_SHADER); glcheck(); break; } default: { break; } } return (id == 0) ? std::make_pair(false, GLuint(0)) : std::make_pair(true, id); }; auto release_shaders = [](const std::array(EShaderType::Count)>& shader_ids) { for (size_t i = 0; i < static_cast(EShaderType::Count); ++i) { if (shader_ids[i] > 0) glsafe(::glDeleteShader(shader_ids[i])); } }; assert(m_id == 0); m_name = name; std::array(EShaderType::Count)> shader_ids = { 0 }; for (size_t i = 0; i < static_cast(EShaderType::Count); ++i) { const std::string& source = sources[i]; if (!source.empty()) { EShaderType type = static_cast(i); auto [result, id] = create_shader(type); if (result) shader_ids[i] = id; else { BOOST_LOG_TRIVIAL(error) << "glCreateShader() failed for " << shader_type_as_string(type) << " shader of shader program '" << name << "'"; // release shaders release_shaders(shader_ids); return false; } const char* source_ptr = source.c_str(); glsafe(::glShaderSource(id, 1, &source_ptr, nullptr)); glsafe(::glCompileShader(id)); GLint params; glsafe(::glGetShaderiv(id, GL_COMPILE_STATUS, ¶ms)); if (params == GL_FALSE) { // Compilation failed. glsafe(::glGetShaderiv(id, GL_INFO_LOG_LENGTH, ¶ms)); std::vector msg(params); glsafe(::glGetShaderInfoLog(id, params, ¶ms, msg.data())); BOOST_LOG_TRIVIAL(error) << "Unable to compile " << shader_type_as_string(type) << " shader of shader program '" << name << "':\n" << msg.data(); // release shaders release_shaders(shader_ids); return false; } } } m_id = ::glCreateProgram(); glcheck(); if (m_id == 0) { BOOST_LOG_TRIVIAL(error) << "glCreateProgram() failed for shader program '" << name << "'"; // release shaders release_shaders(shader_ids); return false; } for (size_t i = 0; i < static_cast(EShaderType::Count); ++i) { if (shader_ids[i] > 0) glsafe(::glAttachShader(m_id, shader_ids[i])); } glsafe(::glLinkProgram(m_id)); GLint params; glsafe(::glGetProgramiv(m_id, GL_LINK_STATUS, ¶ms)); if (params == GL_FALSE) { // Linking failed. glsafe(::glGetProgramiv(m_id, GL_INFO_LOG_LENGTH, ¶ms)); std::vector msg(params); glsafe(::glGetProgramInfoLog(m_id, params, ¶ms, msg.data())); BOOST_LOG_TRIVIAL(error) << "Unable to link shader program '" << name << "':\n" << msg.data(); // release shaders release_shaders(shader_ids); // release shader program glsafe(::glDeleteProgram(m_id)); m_id = 0; return false; } // release shaders, they are no more needed release_shaders(shader_ids); return true; } void GLShaderProgram::start_using() const { assert(m_id > 0); glsafe(::glUseProgram(m_id)); } void GLShaderProgram::stop_using() const { glsafe(::glUseProgram(0)); } bool GLShaderProgram::set_uniform(const char* name, int value) const { int id = get_uniform_location(name); if (id >= 0) { glsafe(::glUniform1i(id, static_cast(value))); return true; } return false; } bool GLShaderProgram::set_uniform(const char* name, bool value) const { return set_uniform(name, value ? 1 : 0); } bool GLShaderProgram::set_uniform(const char* name, float value) const { int id = get_uniform_location(name); if (id >= 0) { glsafe(::glUniform1f(id, static_cast(value))); return true; } return false; } bool GLShaderProgram::set_uniform(const char* name, const std::array& value) const { int id = get_uniform_location(name); if (id >= 0) { glsafe(::glUniform2fv(id, 1, static_cast(value.data()))); return true; } return false; } bool GLShaderProgram::set_uniform(const char* name, const std::array& value) const { int id = get_uniform_location(name); if (id >= 0) { glsafe(::glUniform3fv(id, 1, static_cast(value.data()))); return true; } return false; } bool GLShaderProgram::set_uniform(const char* name, const std::array& value) const { int id = get_uniform_location(name); if (id >= 0) { glsafe(::glUniform4fv(id, 1, static_cast(value.data()))); return true; } return false; } bool GLShaderProgram::set_uniform(const char* name, const float* value, size_t size) const { if (size == 1) return set_uniform(name, value[0]); else if (size < 5) { int id = get_uniform_location(name); if (id >= 0) { if (size == 2) glsafe(::glUniform2fv(id, 1, static_cast(value))); else if (size == 3) glsafe(::glUniform3fv(id, 1, static_cast(value))); else glsafe(::glUniform4fv(id, 1, static_cast(value))); return true; } } return false; } bool GLShaderProgram::set_uniform(const char* name, const Transform3f& value) const { int id = get_uniform_location(name); if (id >= 0) { glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast(value.matrix().data()))); return true; } return false; } bool GLShaderProgram::set_uniform(const char* name, const Transform3d& value) const { return set_uniform(name, value.cast()); } bool GLShaderProgram::set_uniform(const char* name, const Matrix3f& value) const { int id = get_uniform_location(name); if (id >= 0) { glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast(value.data()))); return true; } return false; } int GLShaderProgram::get_attrib_location(const char* name) const { return (m_id > 0) ? ::glGetAttribLocation(m_id, name) : -1; } int GLShaderProgram::get_uniform_location(const char* name) const { return (m_id > 0) ? ::glGetUniformLocation(m_id, name) : -1; } } // namespace Slic3r #else #include #include #include 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 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 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->shader_program_id, GL_INFO_LOG_LENGTH, ¶ms)); std::vector msg(params); glsafe(::glGetProgramInfoLog(this->shader_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(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(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 ''; } */ 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; } } } // namespace Slic3r #endif // ENABLE_SHADERS_MANAGER