mirror of
https://git.mirrors.martin98.com/https://github.com/prusa3d/PrusaSlicer.git
synced 2025-06-04 11:14:17 +08:00
661 lines
20 KiB
C++
661 lines
20 KiB
C++
#include "libslic3r/libslic3r.h"
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#include "GLShader.hpp"
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#include "3DScene.hpp"
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#include "libslic3r/Utils.hpp"
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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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#if ENABLE_SHADERS_MANAGER
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#include <boost/log/trivial.hpp>
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namespace Slic3r {
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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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bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames)
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{
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auto load_from_file = [](const std::string& filename) {
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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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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(file_length, '\0');
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s.read(source.data(), 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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return source;
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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]);
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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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return valid ? init_from_texts(name, sources) : false;
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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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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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return (id == 0) ? std::make_pair(false, GLuint(0)) : std::make_pair(true, id);
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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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assert(m_id == 0);
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m_name = name;
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std::array<GLuint, static_cast<size_t>(EShaderType::Count)> shader_ids = { 0 };
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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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// release shaders
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release_shaders(shader_ids);
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return false;
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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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// 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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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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// release shaders
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release_shaders(shader_ids);
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return false;
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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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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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// release shaders
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release_shaders(shader_ids);
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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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return false;
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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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return true;
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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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void GLShaderProgram::stop_using() const
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{
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glsafe(::glUseProgram(0));
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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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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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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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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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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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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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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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return true;
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}
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}
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return false;
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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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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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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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int GLShaderProgram::get_attrib_location(const char* name) const
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{
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return (m_id > 0) ? ::glGetAttribLocation(m_id, name) : -1;
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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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return (m_id > 0) ? ::glGetUniformLocation(m_id, name) : -1;
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}
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} // namespace Slic3r
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#else
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#include <string>
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#include <utility>
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#include <assert.h>
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namespace Slic3r {
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GLShader::~GLShader()
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{
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assert(fragment_program_id == 0);
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assert(vertex_program_id == 0);
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assert(shader_program_id == 0);
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}
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// A safe wrapper around glGetString to report a "N/A" string in case glGetString returns nullptr.
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inline std::string gl_get_string_safe(GLenum param)
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{
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const char *value = (const char*)glGetString(param);
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return std::string(value ? value : "N/A");
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}
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bool GLShader::load_from_text(const char *fragment_shader, const char *vertex_shader)
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{
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std::string gl_version = gl_get_string_safe(GL_VERSION);
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int major = atoi(gl_version.c_str());
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//int minor = atoi(gl_version.c_str() + gl_version.find('.') + 1);
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if (major < 2) {
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// Cannot create a shader object on OpenGL 1.x.
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// Form an error message.
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std::string gl_vendor = gl_get_string_safe(GL_VENDOR);
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std::string gl_renderer = gl_get_string_safe(GL_RENDERER);
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std::string glsl_version = gl_get_string_safe(GL_SHADING_LANGUAGE_VERSION);
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last_error = "Your computer does not support OpenGL shaders.\n";
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#ifdef _WIN32
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if (gl_vendor == "Microsoft Corporation" && gl_renderer == "GDI Generic") {
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last_error = "Windows is using a software OpenGL renderer.\n"
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"You are either connected over remote desktop,\n"
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"or a hardware acceleration is not available.\n";
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}
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#endif
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last_error += "GL version: " + gl_version + "\n";
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last_error += "vendor: " + gl_vendor + "\n";
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last_error += "renderer: " + gl_renderer + "\n";
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last_error += "GLSL version: " + glsl_version + "\n";
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return false;
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}
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if (fragment_shader != nullptr) {
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this->fragment_program_id = ::glCreateShader(GL_FRAGMENT_SHADER);
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glcheck();
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if (this->fragment_program_id == 0) {
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last_error = "glCreateShader(GL_FRAGMENT_SHADER) failed.";
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return false;
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}
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GLint len = (GLint)strlen(fragment_shader);
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glsafe(::glShaderSource(this->fragment_program_id, 1, &fragment_shader, &len));
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glsafe(::glCompileShader(this->fragment_program_id));
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GLint params;
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glsafe(::glGetShaderiv(this->fragment_program_id, GL_COMPILE_STATUS, ¶ms));
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if (params == GL_FALSE) {
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// Compilation failed. Get the log.
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glsafe(::glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, ¶ms));
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std::vector<char> msg(params);
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glsafe(::glGetShaderInfoLog(this->fragment_program_id, params, ¶ms, msg.data()));
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this->last_error = std::string("Fragment shader compilation failed:\n") + msg.data();
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this->release();
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return false;
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}
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}
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if (vertex_shader != nullptr) {
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this->vertex_program_id = ::glCreateShader(GL_VERTEX_SHADER);
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glcheck();
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if (this->vertex_program_id == 0) {
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last_error = "glCreateShader(GL_VERTEX_SHADER) failed.";
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this->release();
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return false;
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}
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GLint len = (GLint)strlen(vertex_shader);
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glsafe(::glShaderSource(this->vertex_program_id, 1, &vertex_shader, &len));
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glsafe(::glCompileShader(this->vertex_program_id));
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GLint params;
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glsafe(::glGetShaderiv(this->vertex_program_id, GL_COMPILE_STATUS, ¶ms));
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if (params == GL_FALSE) {
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// Compilation failed. Get the log.
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glsafe(::glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms));
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std::vector<char> msg(params);
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glsafe(::glGetShaderInfoLog(this->vertex_program_id, params, ¶ms, msg.data()));
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this->last_error = std::string("Vertex shader compilation failed:\n") + msg.data();
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this->release();
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return false;
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}
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}
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// Link shaders
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this->shader_program_id = ::glCreateProgram();
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glcheck();
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if (this->shader_program_id == 0) {
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last_error = "glCreateProgram() failed.";
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this->release();
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return false;
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}
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if (this->fragment_program_id)
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glsafe(::glAttachShader(this->shader_program_id, this->fragment_program_id));
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if (this->vertex_program_id)
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glsafe(::glAttachShader(this->shader_program_id, this->vertex_program_id));
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glsafe(::glLinkProgram(this->shader_program_id));
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GLint params;
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glsafe(::glGetProgramiv(this->shader_program_id, GL_LINK_STATUS, ¶ms));
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if (params == GL_FALSE) {
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// Linking failed. Get the log.
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glsafe(::glGetProgramiv(this->shader_program_id, GL_INFO_LOG_LENGTH, ¶ms));
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std::vector<char> msg(params);
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glsafe(::glGetProgramInfoLog(this->shader_program_id, params, ¶ms, msg.data()));
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this->last_error = std::string("Shader linking failed:\n") + msg.data();
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this->release();
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return false;
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}
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last_error.clear();
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return true;
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}
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bool GLShader::load_from_file(const char* fragment_shader_filename, const char* vertex_shader_filename)
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{
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const std::string& path = resources_dir() + "/shaders/";
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boost::nowide::ifstream vs(path + std::string(vertex_shader_filename), boost::nowide::ifstream::binary);
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if (!vs.good())
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return false;
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vs.seekg(0, vs.end);
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int file_length = (int)vs.tellg();
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vs.seekg(0, vs.beg);
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std::string vertex_shader(file_length, '\0');
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vs.read(vertex_shader.data(), file_length);
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if (!vs.good())
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return false;
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vs.close();
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boost::nowide::ifstream fs(path + std::string(fragment_shader_filename), boost::nowide::ifstream::binary);
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if (!fs.good())
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return false;
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fs.seekg(0, fs.end);
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file_length = (int)fs.tellg();
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fs.seekg(0, fs.beg);
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std::string fragment_shader(file_length, '\0');
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fs.read(fragment_shader.data(), file_length);
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if (!fs.good())
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return false;
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fs.close();
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return load_from_text(fragment_shader.c_str(), vertex_shader.c_str());
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}
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void GLShader::release()
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{
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if (this->shader_program_id) {
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if (this->vertex_program_id)
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glsafe(::glDetachShader(this->shader_program_id, this->vertex_program_id));
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if (this->fragment_program_id)
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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
|