ENABLE_SHADERS_MANAGER -> Unified client code of new GLShadersManager and GLShaderProgram classes

This commit is contained in:
enricoturri1966 2020-05-21 10:15:00 +02:00
parent cbfb09a241
commit 5aa8cc5779
10 changed files with 123 additions and 37 deletions

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@ -196,15 +196,18 @@ void Bed3D::Axes::render() const
shader->start_using(); shader->start_using();
// x axis // x axis
shader->set_uniform("uniform_color", { 0.75f, 0.0f, 0.0f, 1.0f }); std::array<float, 4> color = { 0.75f, 0.0f, 0.0f, 1.0f };
shader->set_uniform("uniform_color", color);
render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0f }).cast<float>()); render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0f }).cast<float>());
// y axis // y axis
shader->set_uniform("uniform_color", { 0.0f, 0.75f, 0.0f, 1.0f }); color = { 0.0f, 0.75f, 0.0f, 1.0f };
shader->set_uniform("uniform_color", color);
render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0f }).cast<float>()); render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0f }).cast<float>());
// z axis // z axis
shader->set_uniform("uniform_color", { 0.0f, 0.0f, 0.75f, 1.0f }); color = { 0.0f, 0.0f, 0.75f, 1.0f };
shader->set_uniform("uniform_color", color);
render_axis(Geometry::assemble_transform(m_origin).cast<float>()); render_axis(Geometry::assemble_transform(m_origin).cast<float>());
shader->stop_using(); shader->stop_using();
@ -676,9 +679,19 @@ void Bed3D::render_model() const
if (!m_model.get_filename().empty()) if (!m_model.get_filename().empty())
{ {
#if ENABLE_SHADERS_MANAGER
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr)
{
shader->start_using();
m_model.render();
shader->stop_using();
}
#else
glsafe(::glEnable(GL_LIGHTING)); glsafe(::glEnable(GL_LIGHTING));
m_model.render(); m_model.render();
glsafe(::glDisable(GL_LIGHTING)); glsafe(::glDisable(GL_LIGHTING));
#endif // ENABLE_SHADERS_MANAGER
} }
} }

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@ -1,6 +1,10 @@
#include <GL/glew.h> #include <GL/glew.h>
#include "3DScene.hpp" #include "3DScene.hpp"
#if ENABLE_SHADERS_MANAGER
#include "GLShader.hpp"
#include "GUI_App.hpp"
#endif // ENABLE_SHADERS_MANAGER
#include "libslic3r/ExtrusionEntity.hpp" #include "libslic3r/ExtrusionEntity.hpp"
#include "libslic3r/ExtrusionEntityCollection.hpp" #include "libslic3r/ExtrusionEntityCollection.hpp"
@ -640,6 +644,12 @@ GLVolumeWithIdAndZList volumes_to_render(const GLVolumePtrs& volumes, GLVolumeCo
void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disable_cullface, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func) const void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disable_cullface, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func) const
{ {
#if ENABLE_SHADERS_MANAGER
GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
if (shader == nullptr)
return;
#endif // ENABLE_SHADERS_MANAGER
glsafe(::glEnable(GL_BLEND)); glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
@ -650,6 +660,15 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
glsafe(::glEnableClientState(GL_VERTEX_ARRAY)); glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY)); glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if ENABLE_SHADERS_MANAGER
shader->set_uniform("print_box.min", m_print_box_min, 3);
shader->set_uniform("print_box.max", m_print_box_max, 3);
shader->set_uniform("z_range", m_z_range, 2);
shader->set_uniform("clipping_plane", m_clipping_plane, 4);
#if ENABLE_SLOPE_RENDERING
shader->set_uniform("slope.z_range", m_slope.z_range);
#endif // ENABLE_SLOPE_RENDERING
#else
GLint current_program_id; GLint current_program_id;
glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &current_program_id)); glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &current_program_id));
GLint color_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "uniform_color") : -1; GLint color_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "uniform_color") : -1;
@ -684,11 +703,19 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
if (slope_z_range_id != -1) if (slope_z_range_id != -1)
glsafe(::glUniform2fv(slope_z_range_id, 1, (const GLfloat*)m_slope.z_range.data())); glsafe(::glUniform2fv(slope_z_range_id, 1, (const GLfloat*)m_slope.z_range.data()));
#endif // ENABLE_SLOPE_RENDERING #endif // ENABLE_SLOPE_RENDERING
#endif // ENABLE_SHADERS_MANAGER
GLVolumeWithIdAndZList to_render = volumes_to_render(this->volumes, type, view_matrix, filter_func); GLVolumeWithIdAndZList to_render = volumes_to_render(this->volumes, type, view_matrix, filter_func);
for (GLVolumeWithIdAndZ& volume : to_render) { for (GLVolumeWithIdAndZ& volume : to_render) {
volume.first->set_render_color(); volume.first->set_render_color();
#if ENABLE_SLOPE_RENDERING #if ENABLE_SLOPE_RENDERING
#if ENABLE_SHADERS_MANAGER
shader->set_uniform("uniform_color", volume.first->render_color, 4);
shader->set_uniform("print_box.actived", volume.first->shader_outside_printer_detection_enabled);
shader->set_uniform("print_box.volume_world_matrix", volume.first->world_matrix());
shader->set_uniform("slope.actived", m_slope.active && !volume.first->is_modifier && !volume.first->is_wipe_tower);
shader->set_uniform("slope.volume_world_normal_matrix", volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>());
#else
if (color_id >= 0) if (color_id >= 0)
glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)volume.first->render_color)); glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)volume.first->render_color));
else else
@ -708,6 +735,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
Matrix3f normal_matrix = volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>(); Matrix3f normal_matrix = volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>();
glsafe(::glUniformMatrix3fv(slope_normal_matrix_id, 1, GL_FALSE, (const GLfloat*)normal_matrix.data())); glsafe(::glUniformMatrix3fv(slope_normal_matrix_id, 1, GL_FALSE, (const GLfloat*)normal_matrix.data()));
} }
#endif // ENABLE_SHADERS_MANAGER
volume.first->render(); volume.first->render();
#else #else
@ -1912,6 +1940,12 @@ void GLModel::reset()
void GLModel::render() const void GLModel::render() const
{ {
#if ENABLE_SHADERS_MANAGER
GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
if (shader == nullptr)
return;
#endif // ENABLE_SHADERS_MANAGER
glsafe(::glEnable(GL_BLEND)); glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
@ -1919,16 +1953,22 @@ void GLModel::render() const
glsafe(::glEnableClientState(GL_VERTEX_ARRAY)); glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY)); glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
#if !ENABLE_SHADERS_MANAGER
GLint current_program_id; GLint current_program_id;
glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &current_program_id)); glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &current_program_id));
GLint color_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "uniform_color") : -1; GLint color_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "uniform_color") : -1;
glcheck(); glcheck();
#endif // !ENABLE_SHADERS_MANAGER
#if ENABLE_SLOPE_RENDERING #if ENABLE_SLOPE_RENDERING
#if ENABLE_SHADERS_MANAGER
shader->set_uniform("uniform_color", m_volume.render_color, 4);
#else
if (color_id >= 0) if (color_id >= 0)
glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)m_volume.render_color)); glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)m_volume.render_color));
else else
glsafe(::glColor4fv(m_volume.render_color)); glsafe(::glColor4fv(m_volume.render_color));
#endif // ENABLE_SHADERS_MANAGER
m_volume.render(); m_volume.render();
#else #else

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@ -26,12 +26,6 @@ inline void glAssertRecentCall() { }
#endif #endif
namespace Slic3r { namespace Slic3r {
namespace GUI {
class Bed3D;
struct Camera;
class GLToolbar;
} // namespace GUI
class SLAPrintObject; class SLAPrintObject;
enum SLAPrintObjectStep : unsigned int; enum SLAPrintObjectStep : unsigned int;
class DynamicPrintConfig; class DynamicPrintConfig;

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@ -490,16 +490,16 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
assert(this->last_object_id != -1); assert(this->last_object_id != -1);
#if ENABLE_SHADERS_MANAGER #if ENABLE_SHADERS_MANAGER
GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height"); GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height");
assert(shader != nullptr); if (shader == nullptr)
return;
GLint current_program_id = 0; GLShaderProgram* current_shader = wxGetApp().get_current_shader();
glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &current_program_id)); if (shader->get_id() != current_shader->get_id())
if (shader->get_id() != static_cast<GLuint>(current_program_id))
// The layer editing shader is not yet active. Activate it. // The layer editing shader is not yet active. Activate it.
shader->start_using(); shader->start_using();
else else
// The layer editing shader was already active. // The layer editing shader was already active.
current_program_id = 0; current_shader = nullptr;
const_cast<LayersEditing*>(this)->generate_layer_height_texture(); const_cast<LayersEditing*>(this)->generate_layer_height_texture();
@ -529,7 +529,6 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
GLint object_max_z_id = ::glGetUniformLocation(shader_id, "object_max_z"); GLint object_max_z_id = ::glGetUniformLocation(shader_id, "object_max_z");
glcheck(); glcheck();
if (z_to_texture_row_id != -1 && z_texture_row_to_normalized_id != -1 && z_cursor_id != -1 && z_cursor_band_width_id != -1 && world_matrix_id != -1) if (z_to_texture_row_id != -1 && z_texture_row_to_normalized_id != -1 && z_cursor_id != -1 && z_cursor_band_width_id != -1 && world_matrix_id != -1)
{ {
const_cast<LayersEditing*>(this)->generate_layer_height_texture(); const_cast<LayersEditing*>(this)->generate_layer_height_texture();
@ -568,9 +567,12 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
} }
// Revert back to the previous shader. // Revert back to the previous shader.
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
#if ENABLE_SHADERS_MANAGER
if (current_shader != nullptr)
current_shader->start_using();
#else
if (current_program_id > 0) if (current_program_id > 0)
glsafe(::glUseProgram(current_program_id)); glsafe(::glUseProgram(current_program_id));
#if !ENABLE_SHADERS_MANAGER
} }
else else
{ {
@ -584,7 +586,7 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
glvolume->render(); glvolume->render();
} }
} }
#endif // !ENABLE_SHADERS_MANAGER #endif // ENABLE_SHADERS_MANAGER
} }
void GLCanvas3D::LayersEditing::adjust_layer_height_profile() void GLCanvas3D::LayersEditing::adjust_layer_height_profile()

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@ -6,6 +6,7 @@
#include <boost/nowide/fstream.hpp> #include <boost/nowide/fstream.hpp>
#include <GL/glew.h> #include <GL/glew.h>
#include <cassert>
#if ENABLE_SHADERS_MANAGER #if ENABLE_SHADERS_MANAGER
#include <boost/log/trivial.hpp> #include <boost/log/trivial.hpp>
@ -23,8 +24,7 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
auto load_from_file = [](const std::string& filename) { auto load_from_file = [](const std::string& filename) {
std::string path = resources_dir() + "/shaders/" + filename; std::string path = resources_dir() + "/shaders/" + filename;
boost::nowide::ifstream s(path, boost::nowide::ifstream::binary); boost::nowide::ifstream s(path, boost::nowide::ifstream::binary);
if (!s.good()) if (!s.good()) {
{
BOOST_LOG_TRIVIAL(error) << "Couldn't open file: '" << path << "'"; BOOST_LOG_TRIVIAL(error) << "Couldn't open file: '" << path << "'";
return std::string(); return std::string();
} }
@ -34,8 +34,7 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
s.seekg(0, s.beg); s.seekg(0, s.beg);
std::string source(file_length, '\0'); std::string source(file_length, '\0');
s.read(source.data(), file_length); s.read(source.data(), file_length);
if (!s.good()) if (!s.good()) {
{
BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'"; BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'";
return std::string(); return std::string();
} }
@ -49,8 +48,9 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i]); sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i]);
} }
bool valid = (!sources[static_cast<size_t>(EShaderType::Vertex)].empty() && !sources[static_cast<size_t>(EShaderType::Fragment)].empty()) || bool valid = !sources[static_cast<size_t>(EShaderType::Vertex)].empty() && !sources[static_cast<size_t>(EShaderType::Fragment)].empty() && sources[static_cast<size_t>(EShaderType::Compute)].empty();
!sources[static_cast<size_t>(EShaderType::Compute)].empty(); valid |= !sources[static_cast<size_t>(EShaderType::Compute)].empty() && sources[static_cast<size_t>(EShaderType::Vertex)].empty() && sources[static_cast<size_t>(EShaderType::Fragment)].empty() &&
sources[static_cast<size_t>(EShaderType::Geometry)].empty() && sources[static_cast<size_t>(EShaderType::TessEvaluation)].empty() && sources[static_cast<size_t>(EShaderType::TessControl)].empty();
return valid ? init_from_texts(name, sources) : false; return valid ? init_from_texts(name, sources) : false;
} }
@ -107,9 +107,11 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
auto [result, id] = create_shader(type); auto [result, id] = create_shader(type);
if (result) if (result)
shader_ids[i] = id; shader_ids[i] = id;
else else {
{
BOOST_LOG_TRIVIAL(error) << "glCreateShader() failed for " << shader_type_as_string(type) << " shader of shader program '" << name << "'"; 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; return false;
} }
@ -125,7 +127,7 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
glsafe(::glGetShaderInfoLog(id, params, &params, msg.data())); glsafe(::glGetShaderInfoLog(id, params, &params, msg.data()));
BOOST_LOG_TRIVIAL(error) << "Unable to compile " << shader_type_as_string(type) << " shader of shader program '" << name << "':\n" << msg.data(); BOOST_LOG_TRIVIAL(error) << "Unable to compile " << shader_type_as_string(type) << " shader of shader program '" << name << "':\n" << msg.data();
// release shader // release shaders
release_shaders(shader_ids); release_shaders(shader_ids);
return false; return false;
} }
@ -173,13 +175,10 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
return true; return true;
} }
bool GLShaderProgram::start_using() const void GLShaderProgram::start_using() const
{ {
if (m_id == 0) assert(m_id > 0);
return false;
glsafe(::glUseProgram(m_id)); glsafe(::glUseProgram(m_id));
return true;
} }
void GLShaderProgram::stop_using() const void GLShaderProgram::stop_using() const
@ -212,6 +211,16 @@ bool GLShaderProgram::set_uniform(const char* name, float value) const
return false; return false;
} }
bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 2>& value) const
{
int id = get_uniform_location(name);
if (id >= 0) {
glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
return true;
}
return false;
}
bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 3>& value) const bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 3>& value) const
{ {
int id = get_uniform_location(name); int id = get_uniform_location(name);
@ -236,8 +245,7 @@ bool GLShaderProgram::set_uniform(const char* name, const float* value, size_t s
{ {
if (size == 1) if (size == 1)
return set_uniform(name, value[0]); return set_uniform(name, value[0]);
else if (size < 5) else if (size < 5) {
{
int id = get_uniform_location(name); int id = get_uniform_location(name);
if (id >= 0) { if (id >= 0) {
if (size == 2) if (size == 2)
@ -268,6 +276,16 @@ bool GLShaderProgram::set_uniform(const char* name, const Transform3d& value) co
return set_uniform(name, value.cast<float>()); return set_uniform(name, value.cast<float>());
} }
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<const GLfloat*>(value.data())));
return true;
}
return false;
}
int GLShaderProgram::get_attrib_location(const char* name) const int GLShaderProgram::get_attrib_location(const char* name) const
{ {
return (m_id > 0) ? ::glGetAttribLocation(m_id, name) : -1; return (m_id > 0) ? ::glGetAttribLocation(m_id, name) : -1;

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@ -37,17 +37,19 @@ public:
const std::string& get_name() const { return m_name; } const std::string& get_name() const { return m_name; }
unsigned int get_id() const { return m_id; } unsigned int get_id() const { return m_id; }
bool start_using() const; void start_using() const;
void stop_using() const; void stop_using() const;
bool set_uniform(const char* name, int value) const; bool set_uniform(const char* name, int value) const;
bool set_uniform(const char* name, bool value) const; bool set_uniform(const char* name, bool value) const;
bool set_uniform(const char* name, float value) const; bool set_uniform(const char* name, float value) const;
bool set_uniform(const char* name, const std::array<float, 2>& value) const;
bool set_uniform(const char* name, const std::array<float, 3>& value) const; bool set_uniform(const char* name, const std::array<float, 3>& value) const;
bool set_uniform(const char* name, const std::array<float, 4>& value) const; bool set_uniform(const char* name, const std::array<float, 4>& value) const;
bool set_uniform(const char* name, const float* value, size_t size) const; bool set_uniform(const char* name, const float* value, size_t size) const;
bool set_uniform(const char* name, const Transform3f& value) const; bool set_uniform(const char* name, const Transform3f& value) const;
bool set_uniform(const char* name, const Transform3d& value) const; bool set_uniform(const char* name, const Transform3d& value) const;
bool set_uniform(const char* name, const Matrix3f& value) const;
// returns -1 if not found // returns -1 if not found
int get_attrib_location(const char* name) const; int get_attrib_location(const char* name) const;

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@ -1,9 +1,12 @@
#include "libslic3r/libslic3r.h" #include "libslic3r/libslic3r.h"
#include "GLShadersManager.hpp" #include "GLShadersManager.hpp"
#include "3DScene.hpp"
#include <cassert> #include <cassert>
#include <algorithm> #include <algorithm>
#include <GL/glew.h>
#if ENABLE_SHADERS_MANAGER #if ENABLE_SHADERS_MANAGER
namespace Slic3r { namespace Slic3r {
@ -71,6 +74,17 @@ GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name)
return (it != m_shaders.end()) ? it->get() : nullptr; 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 } // namespace Slic3r
#endif // ENABLE_SHADERS_MANAGER #endif // ENABLE_SHADERS_MANAGER

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@ -22,6 +22,9 @@ public:
// returns nullptr if not found // returns nullptr if not found
GLShaderProgram* get_shader(const std::string& shader_name); GLShaderProgram* get_shader(const std::string& shader_name);
// returns currently active shader, nullptr if none
GLShaderProgram* get_current_shader();
}; };
} // namespace Slic3r } // namespace Slic3r

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@ -218,8 +218,8 @@ public:
#endif // ENABLE_THUMBNAIL_GENERATOR_DEBUG #endif // ENABLE_THUMBNAIL_GENERATOR_DEBUG
#if ENABLE_SHADERS_MANAGER #if ENABLE_SHADERS_MANAGER
// returns nullptr if not found
GLShaderProgram* get_shader(const std::string& shader_name) { return m_opengl_mgr.get_shader(shader_name); } GLShaderProgram* get_shader(const std::string& shader_name) { return m_opengl_mgr.get_shader(shader_name); }
GLShaderProgram* get_current_shader() { return m_opengl_mgr.get_current_shader(); }
#endif // ENABLE_SHADERS_MANAGER #endif // ENABLE_SHADERS_MANAGER
private: private:

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@ -96,8 +96,8 @@ public:
wxGLContext* init_glcontext(wxGLCanvas& canvas); wxGLContext* init_glcontext(wxGLCanvas& canvas);
#if ENABLE_SHADERS_MANAGER #if ENABLE_SHADERS_MANAGER
// returns nullptr if not found
GLShaderProgram* get_shader(const std::string& shader_name) { return m_shaders_manager.get_shader(shader_name); } GLShaderProgram* get_shader(const std::string& shader_name) { return m_shaders_manager.get_shader(shader_name); }
GLShaderProgram* get_current_shader() { return m_shaders_manager.get_current_shader(); }
#endif // ENABLE_SHADERS_MANAGER #endif // ENABLE_SHADERS_MANAGER
static bool are_compressed_textures_supported() { return s_compressed_textures_supported; } static bool are_compressed_textures_supported() { return s_compressed_textures_supported; }