2020-05-20 12:11:22 +00:00
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#include "libslic3r/libslic3r.h"
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#include "GLShadersManager.hpp"
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2020-05-21 08:15:00 +00:00
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#include "3DScene.hpp"
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2020-05-27 14:19:40 +00:00
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#include "GUI_App.hpp"
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2020-05-20 12:11:22 +00:00
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#include <cassert>
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#include <algorithm>
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2020-05-21 08:15:00 +00:00
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#include <GL/glew.h>
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2020-05-20 12:11:22 +00:00
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namespace Slic3r {
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std::pair<bool, std::string> GLShadersManager::init()
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{
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std::string error;
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auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames) {
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m_shaders.push_back(std::make_unique<GLShaderProgram>());
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if (!m_shaders.back()->init_from_files(name, filenames)) {
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error += name + "\n";
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// if any error happens while initializating the shader, we remove it from the list
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m_shaders.pop_back();
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return false;
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}
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return true;
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};
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assert(m_shaders.empty());
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bool valid = true;
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2020-05-27 14:19:40 +00:00
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// used to render bed axes and model, selection hints, gcode sequential view marker model, preview shells
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2020-05-20 12:11:22 +00:00
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valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.fs" });
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// used to render printbed
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valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
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2020-05-22 11:21:43 +00:00
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// used to render options in gcode preview
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valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" });
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2020-06-29 12:00:08 +00:00
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if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20)) {
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2020-05-27 14:19:40 +00:00
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valid &= append_shader("options_120_flat", { "options_120_flat.vs", "options_120_flat.fs" });
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valid &= append_shader("options_120_solid", { "options_120_solid.vs", "options_120_solid.fs" });
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}
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2020-06-29 12:00:08 +00:00
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// used to render extrusion and travel paths in gcode preview
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valid &= append_shader("toolpaths", { "toolpaths.vs", "toolpaths.fs" });
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2020-05-20 12:11:22 +00:00
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// used to render objects in 3d editor
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valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" });
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// used to render variable layers heights in 3d editor
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valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
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return { valid, error };
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}
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void GLShadersManager::shutdown()
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{
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2020-05-21 10:13:24 +00:00
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for (std::unique_ptr<GLShaderProgram>& shader : m_shaders) {
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2020-05-20 12:11:22 +00:00
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shader.reset();
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}
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}
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GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name)
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{
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auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [shader_name](std::unique_ptr<GLShaderProgram>& p) { return p->get_name() == shader_name; });
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return (it != m_shaders.end()) ? it->get() : nullptr;
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}
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2020-05-21 08:15:00 +00:00
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GLShaderProgram* GLShadersManager::get_current_shader()
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{
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GLint id = 0;
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glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &id));
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if (id == 0)
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2020-05-21 08:27:41 +00:00
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return nullptr;
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2020-05-21 08:15:00 +00:00
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2020-07-08 11:33:50 +00:00
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auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [id](std::unique_ptr<GLShaderProgram>& p) { return static_cast<GLint>(p->get_id()) == id; });
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2020-05-21 08:15:00 +00:00
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return (it != m_shaders.end()) ? it->get() : nullptr;
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}
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2020-05-20 12:11:22 +00:00
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} // namespace Slic3r
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