PrusaSlicer-NonPlainar/src/slic3r/GUI/GLShadersManager.cpp

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#include "libslic3r/libslic3r.h"
#include "GLShadersManager.hpp"
#include "3DScene.hpp"
#include <cassert>
#include <algorithm>
#include <GL/glew.h>
#if ENABLE_SHADERS_MANAGER
namespace Slic3r {
std::pair<bool, std::string> GLShadersManager::init()
{
std::string error;
auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames) {
m_shaders.push_back(std::make_unique<GLShaderProgram>());
if (!m_shaders.back()->init_from_files(name, filenames)) {
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, selection hints
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 tool changes in gcode preview
valid &= append_shader("toolchanges", { "toolchanges.vs", "toolchanges.fs" });
// used to render color changes in gcode preview
valid &= append_shader("colorchanges", { "colorchanges.vs", "colorchanges.fs" });
// used to render pause prints in gcode preview
valid &= append_shader("pauses", { "pauses.vs", "pauses.fs" });
// used to render custom gcode points in gcode preview
valid &= append_shader("customs", { "customs.vs", "customs.fs" });
// used to render retractions in gcode preview
valid &= append_shader("retractions", { "retractions.vs", "retractions.fs" });
// used to render unretractions in gcode preview
valid &= append_shader("unretractions", { "unretractions.vs", "unretractions.fs" });
// used to render extrusion paths in gcode preview
valid &= append_shader("extrusions", { "extrusions.vs", "extrusions.fs" });
// used to render travel paths in gcode preview
valid &= append_shader("travels", { "travels.vs", "travels.fs" });
// used to render shells in gcode preview
valid &= append_shader("shells", { "shells.vs", "shells.fs" });
// used to render objects in 3d editor
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" });
// used to render variable layers heights in 3d editor
valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
return { valid, error };
}
void GLShadersManager::shutdown()
{
for (std::unique_ptr<GLShaderProgram>& shader : m_shaders)
{
shader.reset();
}
}
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<GLShaderProgram>& 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 false;
auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [id](std::unique_ptr<GLShaderProgram>& p) { return p->get_id() == id; });
return (it != m_shaders.end()) ? it->get() : nullptr;
}
} // namespace Slic3r
#endif // ENABLE_SHADERS_MANAGER