diff --git a/xs/src/slic3r/GUI/GLShader.cpp b/xs/src/slic3r/GUI/GLShader.cpp new file mode 100644 index 000000000..43e79b64f --- /dev/null +++ b/xs/src/slic3r/GUI/GLShader.cpp @@ -0,0 +1,200 @@ +#include + +#include "GLShader.hpp" + +#include +#include +#include + +namespace Slic3r { + +GLShader::~GLShader() +{ + assert(fragment_program_id == 0); + assert(vertex_program_id == 0); + assert(shader_program_id == 0); +} + +bool GLShader::load(const char *fragment_shader, const char *vertex_shader) +{ + std::string gl_version = (const char*)glGetString(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 = (const char*)glGetString(GL_VENDOR); + std::string gl_renderer = (const char*)glGetString(GL_RENDERER); + std::string glsl_version = (const char*)glGetString(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, ¶ms); + if (params == GL_FALSE) { + // Compilation failed. Get the log. + glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, ¶ms); + std::vector msg(params); + glGetShaderInfoLog(this->fragment_program_id, params, ¶ms, 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, ¶ms); + if (params == GL_FALSE) { + // Compilation failed. Get the log. + glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms); + std::vector msg(params); + glGetShaderInfoLog(this->vertex_program_id, params, ¶ms, 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, ¶ms); + if (params == GL_FALSE) { + // Linking failed. Get the log. + glGetProgramiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms); + std::vector msg(params); + glGetProgramInfoLog(this->vertex_program_id, params, ¶ms, msg.data()); + this->last_error = std::string("Shader linking failed:\n") + msg.data(); + this->release(); + return false; + } + + last_error.clear(); + return true; +} + +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; +} + +/* +# 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 diff --git a/xs/src/slic3r/GUI/GLShader.hpp b/xs/src/slic3r/GUI/GLShader.hpp new file mode 100644 index 000000000..d91463f19 --- /dev/null +++ b/xs/src/slic3r/GUI/GLShader.hpp @@ -0,0 +1,38 @@ +#ifndef slic3r_GLShader_hpp_ +#define slic3r_GLShader_hpp_ + +#include "../../libslic3r/libslic3r.h" +#include "../../libslic3r/Point.hpp" + +namespace Slic3r { + +class GLShader +{ +public: + GLShader() : + fragment_program_id(0), + vertex_program_id(0), + shader_program_id(0) + {} + ~GLShader(); + + bool load(const char *fragment_shader, const char *vertex_shader); + void release(); + + int get_attrib_location(const char *name) const; + int get_uniform_location(const char *name) const; + + bool set_uniform(const char *name, float value) const; + + void enable() const; + void disable() const; + + unsigned int fragment_program_id; + unsigned int vertex_program_id; + unsigned int shader_program_id; + std::string last_error; +}; + +} + +#endif /* slic3r_GLShader_hpp_ */