ENABLE_SHADERS_MANAGER -> Unified client code of new GLShadersManager and GLShaderProgram classes
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cbfb09a241
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@ -196,15 +196,18 @@ void Bed3D::Axes::render() const
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shader->start_using();
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// x axis
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shader->set_uniform("uniform_color", { 0.75f, 0.0f, 0.0f, 1.0f });
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std::array<float, 4> color = { 0.75f, 0.0f, 0.0f, 1.0f };
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shader->set_uniform("uniform_color", color);
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render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0f }).cast<float>());
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// y axis
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shader->set_uniform("uniform_color", { 0.0f, 0.75f, 0.0f, 1.0f });
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color = { 0.0f, 0.75f, 0.0f, 1.0f };
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shader->set_uniform("uniform_color", color);
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render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0f }).cast<float>());
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// z axis
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shader->set_uniform("uniform_color", { 0.0f, 0.0f, 0.75f, 1.0f });
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color = { 0.0f, 0.0f, 0.75f, 1.0f };
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shader->set_uniform("uniform_color", color);
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render_axis(Geometry::assemble_transform(m_origin).cast<float>());
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shader->stop_using();
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@ -676,9 +679,19 @@ void Bed3D::render_model() const
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if (!m_model.get_filename().empty())
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{
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#if ENABLE_SHADERS_MANAGER
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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if (shader != nullptr)
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{
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shader->start_using();
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m_model.render();
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shader->stop_using();
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}
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#else
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glsafe(::glEnable(GL_LIGHTING));
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m_model.render();
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glsafe(::glDisable(GL_LIGHTING));
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#endif // ENABLE_SHADERS_MANAGER
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}
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}
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@ -1,6 +1,10 @@
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#include <GL/glew.h>
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#include "3DScene.hpp"
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#if ENABLE_SHADERS_MANAGER
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#include "GLShader.hpp"
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#include "GUI_App.hpp"
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#endif // ENABLE_SHADERS_MANAGER
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#include "libslic3r/ExtrusionEntity.hpp"
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#include "libslic3r/ExtrusionEntityCollection.hpp"
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@ -640,6 +644,12 @@ GLVolumeWithIdAndZList volumes_to_render(const GLVolumePtrs& volumes, GLVolumeCo
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void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disable_cullface, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func) const
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{
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#if ENABLE_SHADERS_MANAGER
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GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
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if (shader == nullptr)
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return;
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#endif // ENABLE_SHADERS_MANAGER
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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@ -650,6 +660,15 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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#if ENABLE_SHADERS_MANAGER
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shader->set_uniform("print_box.min", m_print_box_min, 3);
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shader->set_uniform("print_box.max", m_print_box_max, 3);
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shader->set_uniform("z_range", m_z_range, 2);
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shader->set_uniform("clipping_plane", m_clipping_plane, 4);
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#if ENABLE_SLOPE_RENDERING
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shader->set_uniform("slope.z_range", m_slope.z_range);
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#endif // ENABLE_SLOPE_RENDERING
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#else
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GLint current_program_id;
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glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_id));
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GLint color_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "uniform_color") : -1;
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@ -684,11 +703,19 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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if (slope_z_range_id != -1)
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glsafe(::glUniform2fv(slope_z_range_id, 1, (const GLfloat*)m_slope.z_range.data()));
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#endif // ENABLE_SLOPE_RENDERING
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#endif // ENABLE_SHADERS_MANAGER
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GLVolumeWithIdAndZList to_render = volumes_to_render(this->volumes, type, view_matrix, filter_func);
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for (GLVolumeWithIdAndZ& volume : to_render) {
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volume.first->set_render_color();
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#if ENABLE_SLOPE_RENDERING
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#if ENABLE_SHADERS_MANAGER
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shader->set_uniform("uniform_color", volume.first->render_color, 4);
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shader->set_uniform("print_box.actived", volume.first->shader_outside_printer_detection_enabled);
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shader->set_uniform("print_box.volume_world_matrix", volume.first->world_matrix());
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shader->set_uniform("slope.actived", m_slope.active && !volume.first->is_modifier && !volume.first->is_wipe_tower);
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shader->set_uniform("slope.volume_world_normal_matrix", volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>());
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#else
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if (color_id >= 0)
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glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)volume.first->render_color));
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else
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@ -708,6 +735,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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Matrix3f normal_matrix = volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>();
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glsafe(::glUniformMatrix3fv(slope_normal_matrix_id, 1, GL_FALSE, (const GLfloat*)normal_matrix.data()));
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}
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#endif // ENABLE_SHADERS_MANAGER
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volume.first->render();
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#else
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@ -1912,6 +1940,12 @@ void GLModel::reset()
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void GLModel::render() const
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{
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#if ENABLE_SHADERS_MANAGER
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GLShaderProgram* shader = GUI::wxGetApp().get_current_shader();
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if (shader == nullptr)
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return;
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#endif // ENABLE_SHADERS_MANAGER
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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@ -1919,16 +1953,22 @@ void GLModel::render() const
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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#if !ENABLE_SHADERS_MANAGER
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GLint current_program_id;
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glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_id));
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GLint color_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "uniform_color") : -1;
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glcheck();
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#endif // !ENABLE_SHADERS_MANAGER
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#if ENABLE_SLOPE_RENDERING
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#if ENABLE_SHADERS_MANAGER
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shader->set_uniform("uniform_color", m_volume.render_color, 4);
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#else
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if (color_id >= 0)
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glsafe(::glUniform4fv(color_id, 1, (const GLfloat*)m_volume.render_color));
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else
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glsafe(::glColor4fv(m_volume.render_color));
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#endif // ENABLE_SHADERS_MANAGER
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m_volume.render();
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#else
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@ -26,12 +26,6 @@ inline void glAssertRecentCall() { }
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#endif
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namespace Slic3r {
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namespace GUI {
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class Bed3D;
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struct Camera;
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class GLToolbar;
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} // namespace GUI
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class SLAPrintObject;
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enum SLAPrintObjectStep : unsigned int;
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class DynamicPrintConfig;
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@ -490,16 +490,16 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
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assert(this->last_object_id != -1);
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#if ENABLE_SHADERS_MANAGER
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GLShaderProgram* shader = wxGetApp().get_shader("variable_layer_height");
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assert(shader != nullptr);
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if (shader == nullptr)
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return;
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GLint current_program_id = 0;
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glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_id));
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if (shader->get_id() != static_cast<GLuint>(current_program_id))
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GLShaderProgram* current_shader = wxGetApp().get_current_shader();
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if (shader->get_id() != current_shader->get_id())
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// The layer editing shader is not yet active. Activate it.
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shader->start_using();
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else
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// The layer editing shader was already active.
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current_program_id = 0;
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current_shader = nullptr;
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const_cast<LayersEditing*>(this)->generate_layer_height_texture();
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@ -529,7 +529,6 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
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GLint object_max_z_id = ::glGetUniformLocation(shader_id, "object_max_z");
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glcheck();
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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)
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{
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const_cast<LayersEditing*>(this)->generate_layer_height_texture();
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@ -568,9 +567,12 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
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}
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// Revert back to the previous shader.
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glBindTexture(GL_TEXTURE_2D, 0);
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#if ENABLE_SHADERS_MANAGER
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if (current_shader != nullptr)
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current_shader->start_using();
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#else
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if (current_program_id > 0)
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glsafe(::glUseProgram(current_program_id));
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#if !ENABLE_SHADERS_MANAGER
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}
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else
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{
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@ -584,7 +586,7 @@ void GLCanvas3D::LayersEditing::render_volumes(const GLCanvas3D& canvas, const G
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glvolume->render();
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}
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}
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#endif // !ENABLE_SHADERS_MANAGER
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#endif // ENABLE_SHADERS_MANAGER
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}
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void GLCanvas3D::LayersEditing::adjust_layer_height_profile()
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@ -6,6 +6,7 @@
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#include <boost/nowide/fstream.hpp>
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#include <GL/glew.h>
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#include <cassert>
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#if ENABLE_SHADERS_MANAGER
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#include <boost/log/trivial.hpp>
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@ -23,8 +24,7 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
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auto load_from_file = [](const std::string& filename) {
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std::string path = resources_dir() + "/shaders/" + filename;
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boost::nowide::ifstream s(path, boost::nowide::ifstream::binary);
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if (!s.good())
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{
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if (!s.good()) {
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BOOST_LOG_TRIVIAL(error) << "Couldn't open file: '" << path << "'";
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return std::string();
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}
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@ -34,8 +34,7 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
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s.seekg(0, s.beg);
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std::string source(file_length, '\0');
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s.read(source.data(), file_length);
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if (!s.good())
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{
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if (!s.good()) {
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BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'";
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return std::string();
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}
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@ -49,8 +48,9 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
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sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i]);
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}
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bool valid = (!sources[static_cast<size_t>(EShaderType::Vertex)].empty() && !sources[static_cast<size_t>(EShaderType::Fragment)].empty()) ||
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!sources[static_cast<size_t>(EShaderType::Compute)].empty();
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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();
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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() &&
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sources[static_cast<size_t>(EShaderType::Geometry)].empty() && sources[static_cast<size_t>(EShaderType::TessEvaluation)].empty() && sources[static_cast<size_t>(EShaderType::TessControl)].empty();
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return valid ? init_from_texts(name, sources) : false;
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}
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@ -107,9 +107,11 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
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auto [result, id] = create_shader(type);
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if (result)
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shader_ids[i] = id;
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else
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{
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else {
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BOOST_LOG_TRIVIAL(error) << "glCreateShader() failed for " << shader_type_as_string(type) << " shader of shader program '" << name << "'";
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// release shaders
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release_shaders(shader_ids);
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return false;
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}
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@ -125,7 +127,7 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
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glsafe(::glGetShaderInfoLog(id, params, ¶ms, msg.data()));
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BOOST_LOG_TRIVIAL(error) << "Unable to compile " << shader_type_as_string(type) << " shader of shader program '" << name << "':\n" << msg.data();
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// release shader
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// release shaders
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release_shaders(shader_ids);
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return false;
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}
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@ -173,13 +175,10 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
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return true;
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}
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bool GLShaderProgram::start_using() const
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void GLShaderProgram::start_using() const
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{
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if (m_id == 0)
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return false;
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assert(m_id > 0);
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glsafe(::glUseProgram(m_id));
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return true;
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}
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void GLShaderProgram::stop_using() const
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@ -212,6 +211,16 @@ bool GLShaderProgram::set_uniform(const char* name, float value) const
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 2>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 3>& value) const
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{
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int id = get_uniform_location(name);
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@ -236,8 +245,7 @@ bool GLShaderProgram::set_uniform(const char* name, const float* value, size_t s
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{
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if (size == 1)
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return set_uniform(name, value[0]);
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else if (size < 5)
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{
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else if (size < 5) {
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (size == 2)
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@ -268,6 +276,16 @@ bool GLShaderProgram::set_uniform(const char* name, const Transform3d& value) co
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return set_uniform(name, value.cast<float>());
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}
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bool GLShaderProgram::set_uniform(const char* name, const Matrix3f& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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int GLShaderProgram::get_attrib_location(const char* name) const
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{
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return (m_id > 0) ? ::glGetAttribLocation(m_id, name) : -1;
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@ -37,17 +37,19 @@ public:
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const std::string& get_name() const { return m_name; }
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unsigned int get_id() const { return m_id; }
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bool start_using() const;
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void start_using() const;
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void stop_using() const;
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bool set_uniform(const char* name, int value) const;
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bool set_uniform(const char* name, bool value) const;
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bool set_uniform(const char* name, float value) const;
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bool set_uniform(const char* name, const std::array<float, 2>& value) const;
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bool set_uniform(const char* name, const std::array<float, 3>& value) const;
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bool set_uniform(const char* name, const std::array<float, 4>& value) const;
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bool set_uniform(const char* name, const float* value, size_t size) const;
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bool set_uniform(const char* name, const Transform3f& value) const;
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bool set_uniform(const char* name, const Transform3d& value) const;
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bool set_uniform(const char* name, const Matrix3f& value) const;
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// returns -1 if not found
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int get_attrib_location(const char* name) const;
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@ -1,9 +1,12 @@
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#include "libslic3r/libslic3r.h"
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#include "GLShadersManager.hpp"
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#include "3DScene.hpp"
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#include <cassert>
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#include <algorithm>
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#include <GL/glew.h>
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#if ENABLE_SHADERS_MANAGER
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namespace Slic3r {
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@ -71,6 +74,17 @@ GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name)
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return (it != m_shaders.end()) ? it->get() : nullptr;
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}
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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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return false;
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auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [id](std::unique_ptr<GLShaderProgram>& p) { return p->get_id() == id; });
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return (it != m_shaders.end()) ? it->get() : nullptr;
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}
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} // namespace Slic3r
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#endif // ENABLE_SHADERS_MANAGER
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@ -22,6 +22,9 @@ public:
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// returns nullptr if not found
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GLShaderProgram* get_shader(const std::string& shader_name);
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// returns currently active shader, nullptr if none
|
||||
GLShaderProgram* get_current_shader();
|
||||
};
|
||||
|
||||
} // namespace Slic3r
|
||||
|
@ -218,8 +218,8 @@ public:
|
||||
#endif // ENABLE_THUMBNAIL_GENERATOR_DEBUG
|
||||
|
||||
#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_current_shader() { return m_opengl_mgr.get_current_shader(); }
|
||||
#endif // ENABLE_SHADERS_MANAGER
|
||||
|
||||
private:
|
||||
|
@ -96,8 +96,8 @@ public:
|
||||
wxGLContext* init_glcontext(wxGLCanvas& canvas);
|
||||
|
||||
#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_current_shader() { return m_shaders_manager.get_current_shader(); }
|
||||
#endif // ENABLE_SHADERS_MANAGER
|
||||
|
||||
static bool are_compressed_textures_supported() { return s_compressed_textures_supported; }
|
||||
|
Loading…
Reference in New Issue
Block a user