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Diffstat (limited to 'src/slic3r/GUI/GLShader.cpp')
-rw-r--r-- | src/slic3r/GUI/GLShader.cpp | 256 |
1 files changed, 256 insertions, 0 deletions
diff --git a/src/slic3r/GUI/GLShader.cpp b/src/slic3r/GUI/GLShader.cpp new file mode 100644 index 000000000..e2995f7c3 --- /dev/null +++ b/src/slic3r/GUI/GLShader.cpp @@ -0,0 +1,256 @@ +#include <GL/glew.h> + +#include "GLShader.hpp" + +#include "../../libslic3r/Utils.hpp" +#include <boost/nowide/fstream.hpp> + +#include <string> +#include <utility> +#include <assert.h> + +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); + if (this->fragment_program_id == 0) { + last_error = "glCreateShader(GL_FRAGMENT_SHADER) failed."; + return false; + } + GLint len = (GLint)strlen(fragment_shader); + glShaderSource(this->fragment_program_id, 1, &fragment_shader, &len); + glCompileShader(this->fragment_program_id); + GLint params; + glGetShaderiv(this->fragment_program_id, GL_COMPILE_STATUS, ¶ms); + if (params == GL_FALSE) { + // Compilation failed. Get the log. + glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, ¶ms); + std::vector<char> msg(params); + 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); + if (this->vertex_program_id == 0) { + last_error = "glCreateShader(GL_VERTEX_SHADER) failed."; + this->release(); + return false; + } + GLint len = (GLint)strlen(vertex_shader); + glShaderSource(this->vertex_program_id, 1, &vertex_shader, &len); + glCompileShader(this->vertex_program_id); + GLint params; + glGetShaderiv(this->vertex_program_id, GL_COMPILE_STATUS, ¶ms); + if (params == GL_FALSE) { + // Compilation failed. Get the log. + glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms); + std::vector<char> msg(params); + 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(); + if (this->shader_program_id == 0) { + last_error = "glCreateProgram() failed."; + this->release(); + return false; + } + + if (this->fragment_program_id) + glAttachShader(this->shader_program_id, this->fragment_program_id); + if (this->vertex_program_id) + glAttachShader(this->shader_program_id, this->vertex_program_id); + glLinkProgram(this->shader_program_id); + + GLint params; + glGetProgramiv(this->shader_program_id, GL_LINK_STATUS, ¶ms); + if (params == GL_FALSE) { + // Linking failed. Get the log. + glGetProgramiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms); + std::vector<char> msg(params); + glGetProgramInfoLog(this->vertex_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 = vs.tellg(); + vs.seekg(0, vs.beg); + std::string vertex_shader(file_length, '\0'); + vs.read(const_cast<char*>(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 = fs.tellg(); + fs.seekg(0, fs.beg); + std::string fragment_shader(file_length, '\0'); + fs.read(const_cast<char*>(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) + glDetachShader(this->shader_program_id, this->vertex_program_id); + if (this->fragment_program_id) + glDetachShader(this->shader_program_id, this->fragment_program_id); + glDeleteProgram(this->shader_program_id); + this->shader_program_id = 0; + } + + if (this->vertex_program_id) { + glDeleteShader(this->vertex_program_id); + this->vertex_program_id = 0; + } + if (this->fragment_program_id) { + glDeleteShader(this->fragment_program_id); + this->fragment_program_id = 0; + } +} + +void GLShader::enable() const +{ + glUseProgram(this->shader_program_id); +} + +void GLShader::disable() const +{ + 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) { + 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) + { + ::glUniformMatrix4fv(id, 1, GL_FALSE, (const GLfloat*)matrix); + 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 ''; +} +*/ + +} // namespace Slic3r |