#include "libslic3r/libslic3r.h" #include "libslic3r/Platform.hpp" #include "GLShadersManager.hpp" #include "3DScene.hpp" #include "GUI_App.hpp" #include #include #include using namespace std::literals; #include namespace Slic3r { std::pair GLShadersManager::init() { std::string error; auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames, const std::initializer_list &defines = {}) { m_shaders.push_back(std::make_unique()); if (!m_shaders.back()->init_from_files(name, filenames, defines)) { error += name + "\n"; // if any error happens while initializating the shader, we remove it from the list m_shaders.pop_back(); return false; } return true; }; assert(m_shaders.empty()); bool valid = true; // used to render bed axes and model, selection hints, gcode sequential view marker model, preview shells valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.fs" }); // used to render printbed valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" }); // used to render options in gcode preview valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" }); if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20)) valid &= append_shader("options_120", { "options_120.vs", "options_120.fs" }); // used to render extrusion and travel paths as lines in gcode preview valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" }); // used to render objects in 3d editor // For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction. // Because of this, objects had darker colors inside the multi-material gizmo. // Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU. if (platform_flavor() == PlatformFlavor::OSXOnArm) valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }, { "FLIP_TRIANGLE_NORMALS"sv #if ENABLE_ENVIRONMENT_MAP , "ENABLE_ENVIRONMENT_MAP"sv #endif }); else valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" } #if ENABLE_ENVIRONMENT_MAP , { "ENABLE_ENVIRONMENT_MAP"sv } #endif ); // used to render variable layers heights in 3d editor valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" }); // used to render highlight contour around selected triangles inside the multi-material gizmo valid &= append_shader("mm_contour", { "mm_contour.vs", "mm_contour.fs" }); return { valid, error }; } void GLShadersManager::shutdown() { m_shaders.clear(); } GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name) { auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [&shader_name](std::unique_ptr& p) { return p->get_name() == shader_name; }); return (it != m_shaders.end()) ? it->get() : nullptr; } GLShaderProgram* GLShadersManager::get_current_shader() { GLint id = 0; glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &id)); if (id == 0) return nullptr; auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [id](std::unique_ptr& p) { return static_cast(p->get_id()) == id; }); return (it != m_shaders.end()) ? it->get() : nullptr; } } // namespace Slic3r