#include "libslic3r/libslic3r.h" #include "GLShader.hpp" #include "3DScene.hpp" #include "libslic3r/Utils.hpp" #include "libslic3r/format.hpp" #include #include #include #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, const std::initializer_list &defines) { // Load a shader program from file, prepend defs block. auto load_from_file = [](const std::string& filename, const std::string &defs) { 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(defs.size() + file_length, '\0'); memcpy(source.data(), defs.c_str(), defs.size()); s.read(source.data() + defs.size(), file_length); if (!s.good()) { BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'"; return std::string(); } s.close(); if (! defs.empty()) { // Extract the version and flip the order of "defines" and version in the source block. size_t idx = source.find("\n", defs.size()); if (idx != std::string::npos && strncmp(source.c_str() + defs.size(), "#version", 8) == 0) { // Swap the version line with the defines. size_t len = idx - defs.size() + 1; memmove(source.data(), source.c_str() + defs.size(), len); memcpy(source.data() + len, defs.c_str(), defs.size()); } } return source; }; // Create a block of C "defines" from list of symbols. std::string defines_program; for (std::string_view def : defines) // Our shaders are stored with "\r\n", thus replicate the same here for consistency. Likely "\n" would suffice, // but we don't know all the OpenGL shader compilers around. defines_program += format("#define %s\r\n", def); 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], defines_program); } 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, double value) const { return set_uniform(name, static_cast(value)); } bool GLShaderProgram::set_uniform(const char* name, const std::array& value) const { int id = get_uniform_location(name); if (id >= 0) { glsafe(::glUniform2iv(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(::glUniform3iv(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(::glUniform4iv(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(::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; } bool GLShaderProgram::set_uniform(const char* name, const Vec3f& 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 Vec3d& value) const { return set_uniform(name, static_cast(value.cast())); } 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