Welcome to mirror list, hosted at ThFree Co, Russian Federation.

github.com/prusa3d/PrusaSlicer.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'src/slic3r/GUI/GLShader.cpp')
-rw-r--r--src/slic3r/GUI/GLShader.cpp256
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, &params);
+ if (params == GL_FALSE) {
+ // Compilation failed. Get the log.
+ glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, &params);
+ std::vector<char> msg(params);
+ glGetShaderInfoLog(this->fragment_program_id, params, &params, 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, &params);
+ if (params == GL_FALSE) {
+ // Compilation failed. Get the log.
+ glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, &params);
+ std::vector<char> msg(params);
+ glGetShaderInfoLog(this->vertex_program_id, params, &params, 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, &params);
+ if (params == GL_FALSE) {
+ // Linking failed. Get the log.
+ glGetProgramiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, &params);
+ std::vector<char> msg(params);
+ glGetProgramInfoLog(this->vertex_program_id, params, &params, 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