Initial experiments with vertex / fragment shaders,
prototype to visualize layer thickness.
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946b36bb4d
commit
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3 changed files with 288 additions and 3 deletions
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@ -14,6 +14,7 @@ use Slic3r::GUI::ConfigWizard;
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use Slic3r::GUI::Controller;
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use Slic3r::GUI::Controller::ManualControlDialog;
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use Slic3r::GUI::Controller::PrinterPanel;
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use Slic3r::GUI::GLShader;
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use Slic3r::GUI::MainFrame;
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use Slic3r::GUI::Notifier;
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use Slic3r::GUI::Plater;
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@ -720,6 +720,13 @@ sub InitGL {
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return if $self->init;
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return unless $self->GetContext;
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$self->init(1);
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my $shader;
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# $shader = $self->{shader} = new Slic3r::GUI::GLShader;
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if ($self->{shader}) {
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my $info = $shader->Load($self->_fragment_shader, $self->_vertex_shader);
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print $info if $info;
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}
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glClearColor(0, 0, 0, 1);
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glColor3f(1, 0, 0);
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@ -957,6 +964,8 @@ sub draw_volumes {
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# $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking.
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my ($self, $fakecolor) = @_;
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$self->{shader}->Enable if (! $fakecolor && $self->{shader});
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -1017,15 +1026,33 @@ sub draw_volumes {
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if ($qverts_begin < $qverts_end) {
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glVertexPointer_c(3, GL_FLOAT, 0, $volume->qverts->verts_ptr);
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glNormalPointer_c(GL_FLOAT, 0, $volume->qverts->norms_ptr);
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glDrawArrays(GL_QUADS, $qverts_begin / 3, ($qverts_end-$qverts_begin) / 3);
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$qverts_begin /= 3;
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$qverts_end /= 3;
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my $nvertices = $qverts_end-$qverts_begin;
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while ($nvertices > 0) {
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my $nvertices_this = ($nvertices > 4096) ? 4096 : $nvertices;
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glDrawArrays(GL_QUADS, $qverts_begin, $nvertices_this);
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$qverts_begin += $nvertices_this;
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$nvertices -= $nvertices_this;
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}
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}
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if ($tverts_begin < $tverts_end) {
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glVertexPointer_c(3, GL_FLOAT, 0, $volume->tverts->verts_ptr);
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glNormalPointer_c(GL_FLOAT, 0, $volume->tverts->norms_ptr);
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glDrawArrays(GL_TRIANGLES, $tverts_begin / 3, ($tverts_end-$tverts_begin) / 3);
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$tverts_begin /= 3;
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$tverts_end /= 3;
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my $nvertices = $tverts_end-$tverts_begin;
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while ($nvertices > 0) {
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my $nvertices_this = ($nvertices > 4095) ? 4095 : $nvertices;
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glDrawArrays(GL_TRIANGLES, $tverts_begin, $nvertices_this);
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$tverts_begin += $nvertices_this;
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$nvertices -= $nvertices_this;
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}
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}
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glVertexPointer_c(3, GL_FLOAT, 0, 0);
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glNormalPointer_c(GL_FLOAT, 0, 0);
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glPopMatrix();
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}
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glDisableClientState(GL_NORMAL_ARRAY);
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@ -1036,8 +1063,11 @@ sub draw_volumes {
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glColor3f(0, 0, 0);
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glVertexPointer_p(3, $self->cut_lines_vertices);
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glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
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glVertexPointer_c(3, GL_FLOAT, 0, 0);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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$self->{shader}->Disable if (! $fakecolor && $self->{shader});
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}
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sub _report_opengl_state
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@ -1069,6 +1099,86 @@ sub _report_opengl_state
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}
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}
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sub _vertex_shader {
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return <<'VERTEX';
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#version 110
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varying float object_z;
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void main()
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{
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vec3 normal, lightDir, viewVector, halfVector;
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vec4 diffuse, ambient, globalAmbient, specular = vec4(0.0);
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float NdotL,NdotHV;
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// First transform the normal into eye space and normalize the result.
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normal = normalize(gl_NormalMatrix * gl_Normal);
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// Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
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// Also since we're talking about a directional light, the position field is actually direction.
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lightDir = normalize(vec3(gl_LightSource[0].position));
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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NdotL = max(dot(normal, lightDir), 0.0);
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// Compute the diffuse, ambient and globalAmbient terms.
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// diffuse = NdotL * (gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse);
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// ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
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diffuse = NdotL * (gl_Color * gl_LightSource[0].diffuse);
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ambient = gl_Color * gl_LightSource[0].ambient;
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globalAmbient = gl_LightModel.ambient * gl_FrontMaterial.ambient;
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// compute the specular term if NdotL is larger than zero
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if (NdotL > 0.0) {
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NdotHV = max(dot(normal, normalize(gl_LightSource[0].halfVector.xyz)),0.0);
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specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(NdotHV,gl_FrontMaterial.shininess);
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}
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// Perform the same lighting calculation for the 2nd light source.
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lightDir = normalize(vec3(gl_LightSource[1].position));
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NdotL = max(dot(normal, lightDir), 0.0);
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// diffuse += NdotL * (gl_FrontMaterial.diffuse * gl_LightSource[1].diffuse);
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// ambient += gl_FrontMaterial.ambient * gl_LightSource[1].ambient;
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diffuse += NdotL * (gl_Color * gl_LightSource[1].diffuse);
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ambient += gl_Color * gl_LightSource[1].ambient;
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// compute the specular term if NdotL is larger than zero
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if (NdotL > 0.0) {
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NdotHV = max(dot(normal, normalize(gl_LightSource[1].halfVector.xyz)),0.0);
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specular += gl_FrontMaterial.specular * gl_LightSource[1].specular * pow(NdotHV,gl_FrontMaterial.shininess);
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}
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gl_FrontColor = globalAmbient + diffuse + ambient + specular;
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gl_FrontColor.a = 1.;
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gl_Position = ftransform();
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object_z = gl_Vertex.z / gl_Vertex.w;
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}
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VERTEX
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}
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sub _fragment_shader {
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return <<'FRAGMENT';
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#version 110
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#define M_PI 3.1415926535897932384626433832795
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varying float object_z;
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void main()
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{
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float layer_height = 0.25;
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float layer_height2 = 0.5 * layer_height;
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float layer_center = floor(object_z / layer_height) * layer_height + layer_height2;
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float intensity = cos(M_PI * 0.7 * (layer_center - object_z) / layer_height);
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gl_FragColor = gl_Color * intensity;
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gl_FragColor.a = 1.;
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}
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FRAGMENT
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}
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# Container for object geometry and selection status.
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package Slic3r::GUI::3DScene::Volume;
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use Moo;
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174
lib/Slic3r/GUI/GLShader.pm
Normal file
174
lib/Slic3r/GUI/GLShader.pm
Normal file
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@ -0,0 +1,174 @@
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############################################################
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#
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# OpenGL::Shader::Objects - Copyright 2007 Graphcomp - ALL RIGHTS RESERVED
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# Author: Bob "grafman" Free - grafman@graphcomp.com
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the same terms as Perl itself.
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#
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############################################################
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package Slic3r::GUI::GLShader;
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use OpenGL(':all');
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# Shader constructor
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sub new
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{
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# Check for required OpenGL extensions
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return undef if (OpenGL::glpCheckExtension('GL_ARB_shader_objects'));
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return undef if (OpenGL::glpCheckExtension('GL_ARB_fragment_shader'));
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return undef if (OpenGL::glpCheckExtension('GL_ARB_vertex_shader'));
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return undef if (OpenGL::glpCheckExtension('GL_ARB_shading_language_100'));
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# my $glsl_version = glGetString(GL_SHADING_LANGUAGE_VERSION);
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# my $glsl_version_ARB = glGetString(GL_SHADING_LANGUAGE_VERSION_ARB );
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# print "GLSL version: $glsl_version, ARB: $glsl_version_ARB\n";
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my $this = shift;
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my $class = ref($this) || $this;
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my($type) = @_;
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my $self = {type => uc($type)};
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bless($self,$class);
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# Get GL_SHADING_LANGUAGE_VERSION_ARB
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my $shader_ver = glGetString(0x8B8C);
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$shader_ver =~ m|([\d\.]+)|;
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$self->{version} = $1 || '0';
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print
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return $self;
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}
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# Shader destructor
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# Must be disabled first
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sub DESTROY
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{
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my($self) = @_;
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if ($self->{program})
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{
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glDetachObjectARB($self->{program},$self->{fragment_id}) if ($self->{fragment_id});
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glDetachObjectARB($self->{program},$self->{vertex_id}) if ($self->{vertex_id});
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glDeleteProgramsARB_p($self->{program});
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}
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glDeleteProgramsARB_p($self->{fragment_id}) if ($self->{fragment_id});
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glDeleteProgramsARB_p($self->{vertex_id}) if ($self->{vertex_id});
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}
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# Load shader strings
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sub Load
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{
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my($self,$fragment,$vertex) = @_;
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# Load fragment code
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if ($fragment)
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{
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$self->{fragment_id} = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
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return undef if (!$self->{fragment_id});
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glShaderSourceARB_p($self->{fragment_id}, $fragment);
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#my $frag = glGetShaderSourceARB_p($self->{fragment_id});
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#print STDERR "Loaded fragment:\n$frag\n";
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glCompileShaderARB($self->{fragment_id});
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my $stat = glGetInfoLogARB_p($self->{fragment_id});
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return "Fragment shader: $stat" if ($stat);
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}
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# Load vertex code
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if ($vertex)
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{
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$self->{vertex_id} = glCreateShaderObjectARB(GL_VERTEX_SHADER);
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return undef if (!$self->{vertex_id});
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glShaderSourceARB_p($self->{vertex_id}, $vertex);
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#my $vert = glGetShaderSourceARB_p($self->{vertex_id});
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#print STDERR "Loaded vertex:\n$vert\n";
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glCompileShaderARB($self->{vertex_id});
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$stat = glGetInfoLogARB_p($self->{vertex_id});
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return "Vertex shader: $stat" if ($stat);
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}
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# Link shaders
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my $sp = glCreateProgramObjectARB();
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glAttachObjectARB($sp, $self->{fragment_id}) if ($fragment);
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glAttachObjectARB($sp, $self->{vertex_id}) if ($vertex);
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glLinkProgramARB($sp);
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my $linked = glGetObjectParameterivARB_p($sp, GL_OBJECT_LINK_STATUS_ARB);
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if (!$linked)
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{
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$stat = glGetInfoLogARB_p($sp);
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#print STDERR "Load shader: $stat\n";
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return "Link shader: $stat" if ($stat);
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return 'Unable to link shader';
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}
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$self->{program} = $sp;
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return '';
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}
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# Enable shader
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sub Enable
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{
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my($self) = @_;
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glUseProgramObjectARB($self->{program}) if ($self->{program});
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}
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# Disable shader
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sub Disable
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{
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my($self) = @_;
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glUseProgramObjectARB(0) if ($self->{program});
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}
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# Return shader vertex attribute ID
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sub MapAttr
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{
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my($self,$attr) = @_;
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return undef if (!$self->{program});
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my $id = glGetAttribLocationARB_p($self->{program},$attr);
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return undef if ($id < 0);
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return $id;
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}
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# Return shader uniform variable ID
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sub Map
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{
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my($self,$var) = @_;
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return undef if (!$self->{program});
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my $id = glGetUniformLocationARB_p($self->{program},$var);
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return undef if ($id < 0);
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return $id;
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}
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# Set shader vector
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sub SetVector
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{
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my($self,$var,@values) = @_;
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my $id = $self->Map($var);
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return 'Unable to map $var' if (!defined($id));
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my $count = scalar(@values);
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eval('glUniform'.$count.'fARB($id,@values)');
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return '';
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}
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# Set shader 4x4 matrix
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sub SetMatrix
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{
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my($self,$var,$oga) = @_;
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my $id = $self->Map($var);
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return 'Unable to map $var' if (!defined($id));
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glUniformMatrix4fvARB_c($id,1,0,$oga->ptr());
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return '';
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}
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1;
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__END__
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