1) Shader manager: Allow to override #defines programatically
when loading a shader file. 2) Conditional compilation of environmental mapping in gouraud.fs using 1)
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b589b9ce9c
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8d644fbcb6
5 changed files with 47 additions and 17 deletions
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@ -16,8 +16,10 @@ struct SlopeDetection
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uniform vec4 uniform_color;
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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uniform SlopeDetection slope;
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#if ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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uniform bool use_environment_tex;
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#endif // ENABLE_ENVIRONMENT_MAP
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varying vec3 clipping_planes_dots;
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varying vec3 clipping_planes_dots;
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@ -42,8 +44,10 @@ void main()
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vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
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vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
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// if the fragment is outside the print volume -> use darker color
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// if the fragment is outside the print volume -> use darker color
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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#if ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, uniform_color.a);
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, uniform_color.a);
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else
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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, uniform_color.a);
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, uniform_color.a);
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}
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}
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@ -611,7 +611,7 @@ struct _3DScene
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static void point3_to_verts(const Vec3crd& point, double width, double height, GLVolume& volume);
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static void point3_to_verts(const Vec3crd& point, double width, double height, GLVolume& volume);
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};
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};
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static constexpr float BedEpsilon = EPSILON;
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static constexpr float BedEpsilon = float(EPSILON);
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}
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}
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@ -18,9 +18,10 @@ GLShaderProgram::~GLShaderProgram()
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glsafe(::glDeleteProgram(m_id));
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glsafe(::glDeleteProgram(m_id));
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}
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}
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bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames)
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bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames, const std::initializer_list<std::string_view> &defines)
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{
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{
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auto load_from_file = [](const std::string& filename) {
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// Load a shader program from file, prepend defs block.
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auto load_from_file = [](const std::string& filename, const std::string &defs) {
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std::string path = resources_dir() + "/shaders/" + 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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boost::nowide::ifstream s(path, boost::nowide::ifstream::binary);
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if (!s.good()) {
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if (!s.good()) {
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@ -31,20 +32,39 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
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s.seekg(0, s.end);
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s.seekg(0, s.end);
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int file_length = static_cast<int>(s.tellg());
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int file_length = static_cast<int>(s.tellg());
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s.seekg(0, s.beg);
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s.seekg(0, s.beg);
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std::string source(file_length, '\0');
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std::string source(defs.size() + file_length, '\0');
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s.read(source.data(), file_length);
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memcpy(source.data(), defs.c_str(), defs.size());
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s.read(source.data() + defs.size(), file_length);
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if (!s.good()) {
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if (!s.good()) {
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BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'";
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BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'";
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return std::string();
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return std::string();
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}
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}
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s.close();
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s.close();
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if (! defs.empty()) {
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// Extract the version and flip the order of "defines" and version in the source block.
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size_t idx = source.find("\n", defs.size());
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if (idx != std::string::npos && strncmp(source.c_str() + defs.size(), "#version", 8) == 0) {
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// Swap the version line with the defines.
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size_t len = idx - defs.size() + 1;
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memmove(source.data(), source.c_str() + defs.size(), len);
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memcpy(source.data() + len, defs.c_str(), defs.size());
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}
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}
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return source;
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return source;
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};
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};
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// Create a block of C "defines" from list of symbols.
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std::string defines_program;
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for (std::string_view def : defines)
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// Our shaders are stored with "\r\n", thus replicate the same here for consistency. Likely "\n" would suffice,
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// but we don't know all the OpenGL shader compilers around.
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defines_program += format("#define %s 1\r\n", def);
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ShaderSources sources = {};
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ShaderSources sources = {};
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i]);
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sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i], defines_program);
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}
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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() && 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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@ -3,6 +3,7 @@
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#include <array>
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#include <array>
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#include <string>
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#include <string>
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#include <string_view>
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#include "libslic3r/Point.hpp"
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#include "libslic3r/Point.hpp"
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@ -32,7 +33,7 @@ private:
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public:
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public:
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~GLShaderProgram();
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~GLShaderProgram();
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bool init_from_files(const std::string& name, const ShaderFilenames& filenames);
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bool init_from_files(const std::string& name, const ShaderFilenames& filenames, const std::initializer_list<std::string_view> &defines = {});
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bool init_from_texts(const std::string& name, const ShaderSources& sources);
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bool init_from_texts(const std::string& name, const ShaderSources& sources);
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const std::string& get_name() const { return m_name; }
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const std::string& get_name() const { return m_name; }
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@ -5,6 +5,8 @@
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#include <cassert>
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#include <cassert>
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#include <algorithm>
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#include <algorithm>
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#include <string_view>
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using namespace std::literals;
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#include <GL/glew.h>
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#include <GL/glew.h>
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@ -14,9 +16,10 @@ std::pair<bool, std::string> GLShadersManager::init()
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{
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{
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std::string error;
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std::string error;
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auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames) {
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auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames,
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const std::initializer_list<std::string_view> &defines = {}) {
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m_shaders.push_back(std::make_unique<GLShaderProgram>());
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m_shaders.push_back(std::make_unique<GLShaderProgram>());
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if (!m_shaders.back()->init_from_files(name, filenames)) {
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if (!m_shaders.back()->init_from_files(name, filenames, defines)) {
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error += name + "\n";
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error += name + "\n";
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// if any error happens while initializating the shader, we remove it from the list
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// if any error happens while initializating the shader, we remove it from the list
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m_shaders.pop_back();
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m_shaders.pop_back();
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@ -40,7 +43,11 @@ std::pair<bool, std::string> GLShadersManager::init()
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// used to render extrusion and travel paths as lines in gcode preview
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// used to render extrusion and travel paths as lines in gcode preview
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valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
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valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
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// used to render objects in 3d editor
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// used to render objects in 3d editor
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valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" });
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valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
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#if ENABLE_ENVIRONMENT_MAP
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, { "ENABLE_ENVIRONMENT_MAP"sv }
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#endif
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);
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// used to render variable layers heights in 3d editor
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// used to render variable layers heights in 3d editor
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valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
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valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
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@ -49,14 +56,12 @@ std::pair<bool, std::string> GLShadersManager::init()
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void GLShadersManager::shutdown()
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void GLShadersManager::shutdown()
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{
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{
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for (std::unique_ptr<GLShaderProgram>& shader : m_shaders) {
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m_shaders.clear();
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shader.reset();
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}
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}
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}
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GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name)
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GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name)
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{
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{
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auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [shader_name](std::unique_ptr<GLShaderProgram>& p) { return p->get_name() == shader_name; });
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auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [&shader_name](std::unique_ptr<GLShaderProgram>& p) { return p->get_name() == shader_name; });
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return (it != m_shaders.end()) ? it->get() : nullptr;
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return (it != m_shaders.end()) ? it->get() : nullptr;
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}
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}
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