diff --git a/resources/shaders/printbed.vs b/resources/shaders/printbed.vs index 968bcce16..ac4763782 100644 --- a/resources/shaders/printbed.vs +++ b/resources/shaders/printbed.vs @@ -1,11 +1,12 @@ #version 110 +attribute vec4 v_position; attribute vec2 v_tex_coords; varying vec2 tex_coords; void main() { - gl_Position = ftransform(); + gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * v_position; tex_coords = v_tex_coords; -} \ No newline at end of file +} diff --git a/src/slic3r/GUI/3DBed.cpp b/src/slic3r/GUI/3DBed.cpp index d6d25b550..236793814 100644 --- a/src/slic3r/GUI/3DBed.cpp +++ b/src/slic3r/GUI/3DBed.cpp @@ -516,9 +516,9 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const if (max_anisotropy > 0.0f) { - ::glBindTexture(GL_TEXTURE_2D, m_texture.get_id()); - ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy); - ::glBindTexture(GL_TEXTURE_2D, 0); + glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.get_id())); + glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy)); + glsafe(::glBindTexture(GL_TEXTURE_2D, 0)); } } @@ -542,9 +542,9 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const if (!m_model.get_filename().empty()) { - ::glEnable(GL_LIGHTING); + glsafe(::glEnable(GL_LIGHTING)); m_model.render(); - ::glDisable(GL_LIGHTING); + glsafe(::glDisable(GL_LIGHTING)); } } @@ -553,39 +553,32 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const { if (m_vbo_id == 0) { - ::glGenBuffers(1, &m_vbo_id); - ::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id); - ::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW); - ::glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_position_offset()); - ::glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_tex_coords_offset()); - ::glBindBuffer(GL_ARRAY_BUFFER, 0); + glsafe(::glGenBuffers(1, &m_vbo_id)); + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id)); + glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW)); + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); } - ::glEnable(GL_DEPTH_TEST); - ::glDepthMask(GL_FALSE); + glsafe(::glEnable(GL_DEPTH_TEST)); + glsafe(::glDepthMask(GL_FALSE)); - ::glEnable(GL_BLEND); - ::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - ::glEnable(GL_TEXTURE_2D); - ::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + glsafe(::glEnable(GL_BLEND)); + glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); if (bottom) - ::glFrontFace(GL_CW); + glsafe(::glFrontFace(GL_CW)); - render_prusa_shader(triangles_vcount, bottom); + render_prusa_shader(bottom); if (bottom) - ::glFrontFace(GL_CCW); + glsafe(::glFrontFace(GL_CCW)); - ::glDisable(GL_TEXTURE_2D); - - ::glDisable(GL_BLEND); - ::glDepthMask(GL_TRUE); + glsafe(::glDisable(GL_BLEND)); + glsafe(::glDepthMask(GL_TRUE)); } } -void Bed3D::render_prusa_shader(unsigned int vertices_count, bool transparent) const +void Bed3D::render_prusa_shader(bool transparent) const { if (m_shader.get_shader_program_id() == 0) m_shader.init("printbed.vs", "printbed.fs"); @@ -595,15 +588,35 @@ void Bed3D::render_prusa_shader(unsigned int vertices_count, bool transparent) c m_shader.start_using(); m_shader.set_uniform("transparent_background", transparent); - ::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id()); - ::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id); - ::glEnableVertexAttribArray(0); - ::glEnableVertexAttribArray(1); - ::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices_count); - ::glDisableVertexAttribArray(1); - ::glDisableVertexAttribArray(0); - ::glBindBuffer(GL_ARRAY_BUFFER, 0); - ::glBindTexture(GL_TEXTURE_2D, 0); + unsigned int stride = m_triangles.get_vertex_data_size(); + + GLint position_id = m_shader.get_attrib_location("v_position"); + GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords"); + + glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id())); + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id)); + + if (position_id != -1) + { + glsafe(::glEnableVertexAttribArray(position_id)); + glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_position_offset())); + } + if (tex_coords_id != -1) + { + glsafe(::glEnableVertexAttribArray(tex_coords_id)); + glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_tex_coords_offset())); + } + + glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count())); + + if (tex_coords_id != -1) + glsafe(::glDisableVertexAttribArray(tex_coords_id)); + + if (position_id != -1) + glsafe(::glDisableVertexAttribArray(position_id)); + + glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0)); + glsafe(::glBindTexture(GL_TEXTURE_2D, 0)); m_shader.stop_using(); } @@ -754,7 +767,7 @@ void Bed3D::render_custom() const glsafe(::glColor4f(0.35f, 0.35f, 0.35f, 0.4f)); glsafe(::glNormal3d(0.0f, 0.0f, 1.0f)); #if ENABLE_TEXTURES_FROM_SVG - ::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data()); + glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_triangles.get_vertices_data())); #else glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_triangles.get_vertices())); #endif // ENABLE_TEXTURES_FROM_SVG @@ -768,7 +781,7 @@ void Bed3D::render_custom() const glsafe(::glLineWidth(3.0f * m_scale_factor)); glsafe(::glColor4f(0.2f, 0.2f, 0.2f, 0.4f)); #if ENABLE_TEXTURES_FROM_SVG - ::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data()); + glsafe(::glVertexPointer(3, GL_FLOAT, m_triangles.get_vertex_data_size(), (GLvoid*)m_gridlines.get_vertices_data())); #else glsafe(::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_gridlines.get_vertices())); #endif // ENABLE_TEXTURES_FROM_SVG @@ -786,7 +799,7 @@ void Bed3D::reset() { if (m_vbo_id > 0) { - ::glDeleteBuffers(1, &m_vbo_id); + glsafe(::glDeleteBuffers(1, &m_vbo_id)); m_vbo_id = 0; } } diff --git a/src/slic3r/GUI/3DBed.hpp b/src/slic3r/GUI/3DBed.hpp index edf3e5ee7..e60cdf94e 100644 --- a/src/slic3r/GUI/3DBed.hpp +++ b/src/slic3r/GUI/3DBed.hpp @@ -131,7 +131,7 @@ private: EType detect_type(const Pointfs& shape) const; #if ENABLE_TEXTURES_FROM_SVG void render_prusa(const std::string& key, bool bottom) const; - void render_prusa_shader(unsigned int vertices_count, bool transparent) const; + void render_prusa_shader(bool transparent) const; #else void render_prusa(const std::string &key, float theta, bool useVBOs) const; #endif // ENABLE_TEXTURES_FROM_SVG diff --git a/src/slic3r/GUI/GLShader.cpp b/src/slic3r/GUI/GLShader.cpp index 24d8d41b2..f401f5466 100644 --- a/src/slic3r/GUI/GLShader.cpp +++ b/src/slic3r/GUI/GLShader.cpp @@ -225,6 +225,17 @@ bool GLShader::set_uniform(const char* name, const float* matrix) const return false; } +bool GLShader::set_uniform(const char* name, int value) const +{ + int id = get_uniform_location(name); + if (id >= 0) + { + ::glUniform1i(id, value); + return true; + } + return false; +} + /* # Set shader vector sub SetVector @@ -306,6 +317,16 @@ void Shader::stop_using() const 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) @@ -321,7 +342,7 @@ void Shader::set_uniform(const std::string& name, const float* matrix) const void Shader::set_uniform(const std::string& name, bool value) const { if (m_shader != nullptr) - m_shader->set_uniform(name.c_str(), value); + m_shader->set_uniform(name.c_str(), value ? 1 : 0); } unsigned int Shader::get_shader_program_id() const diff --git a/src/slic3r/GUI/GLShader.hpp b/src/slic3r/GUI/GLShader.hpp index 2f88d0393..58e2678d0 100644 --- a/src/slic3r/GUI/GLShader.hpp +++ b/src/slic3r/GUI/GLShader.hpp @@ -26,6 +26,7 @@ public: bool set_uniform(const char *name, float value) const; bool set_uniform(const char* name, const float* matrix) const; + bool set_uniform(const char* name, int value) const; void enable() const; void disable() const; @@ -52,6 +53,9 @@ public: bool start_using() const; void stop_using() const; + int get_attrib_location(const std::string& name) const; + int get_uniform_location(const std::string& name) const; + void set_uniform(const std::string& name, float value) const; void set_uniform(const std::string& name, const float* matrix) const; void set_uniform(const std::string& name, bool value) const; diff --git a/src/slic3r/GUI/GLTexture.cpp b/src/slic3r/GUI/GLTexture.cpp index e7e20b27e..19eff88e0 100644 --- a/src/slic3r/GUI/GLTexture.cpp +++ b/src/slic3r/GUI/GLTexture.cpp @@ -20,6 +20,8 @@ #include "nanosvg/nanosvgrast.h" #endif // ENABLE_TEXTURES_FROM_SVG +#include "libslic3r/Utils.hpp" + namespace Slic3r { namespace GUI {