#include #include "GLShader.hpp" #include "libslic3r/Utils.hpp" #include #include #include #include namespace Slic3r { GLShader::~GLShader() { assert(fragment_program_id == 0); assert(vertex_program_id == 0); assert(shader_program_id == 0); } // A safe wrapper around glGetString to report a "N/A" string in case glGetString returns nullptr. inline std::string gl_get_string_safe(GLenum param) { const char *value = (const char*)glGetString(param); return std::string(value ? value : "N/A"); } bool GLShader::load_from_text(const char *fragment_shader, const char *vertex_shader) { std::string gl_version = gl_get_string_safe(GL_VERSION); int major = atoi(gl_version.c_str()); //int minor = atoi(gl_version.c_str() + gl_version.find('.') + 1); if (major < 2) { // Cannot create a shader object on OpenGL 1.x. // Form an error message. std::string gl_vendor = gl_get_string_safe(GL_VENDOR); std::string gl_renderer = gl_get_string_safe(GL_RENDERER); std::string glsl_version = gl_get_string_safe(GL_SHADING_LANGUAGE_VERSION); last_error = "Your computer does not support OpenGL shaders.\n"; #ifdef _WIN32 if (gl_vendor == "Microsoft Corporation" && gl_renderer == "GDI Generic") { last_error = "Windows is using a software OpenGL renderer.\n" "You are either connected over remote desktop,\n" "or a hardware acceleration is not available.\n"; } #endif last_error += "GL version: " + gl_version + "\n"; last_error += "vendor: " + gl_vendor + "\n"; last_error += "renderer: " + gl_renderer + "\n"; last_error += "GLSL version: " + glsl_version + "\n"; return false; } if (fragment_shader != nullptr) { this->fragment_program_id = glCreateShader(GL_FRAGMENT_SHADER); if (this->fragment_program_id == 0) { last_error = "glCreateShader(GL_FRAGMENT_SHADER) failed."; return false; } GLint len = (GLint)strlen(fragment_shader); glShaderSource(this->fragment_program_id, 1, &fragment_shader, &len); glCompileShader(this->fragment_program_id); GLint params; glGetShaderiv(this->fragment_program_id, GL_COMPILE_STATUS, ¶ms); if (params == GL_FALSE) { // Compilation failed. Get the log. glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, ¶ms); std::vector msg(params); glGetShaderInfoLog(this->fragment_program_id, params, ¶ms, msg.data()); this->last_error = std::string("Fragment shader compilation failed:\n") + msg.data(); this->release(); return false; } } if (vertex_shader != nullptr) { this->vertex_program_id = glCreateShader(GL_VERTEX_SHADER); if (this->vertex_program_id == 0) { last_error = "glCreateShader(GL_VERTEX_SHADER) failed."; this->release(); return false; } GLint len = (GLint)strlen(vertex_shader); glShaderSource(this->vertex_program_id, 1, &vertex_shader, &len); glCompileShader(this->vertex_program_id); GLint params; glGetShaderiv(this->vertex_program_id, GL_COMPILE_STATUS, ¶ms); if (params == GL_FALSE) { // Compilation failed. Get the log. glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms); std::vector msg(params); glGetShaderInfoLog(this->vertex_program_id, params, ¶ms, msg.data()); this->last_error = std::string("Vertex shader compilation failed:\n") + msg.data(); this->release(); return false; } } // Link shaders this->shader_program_id = glCreateProgram(); if (this->shader_program_id == 0) { last_error = "glCreateProgram() failed."; this->release(); return false; } if (this->fragment_program_id) glAttachShader(this->shader_program_id, this->fragment_program_id); if (this->vertex_program_id) glAttachShader(this->shader_program_id, this->vertex_program_id); glLinkProgram(this->shader_program_id); GLint params; glGetProgramiv(this->shader_program_id, GL_LINK_STATUS, ¶ms); if (params == GL_FALSE) { // Linking failed. Get the log. glGetProgramiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms); std::vector msg(params); glGetProgramInfoLog(this->vertex_program_id, params, ¶ms, msg.data()); this->last_error = std::string("Shader linking failed:\n") + msg.data(); this->release(); return false; } last_error.clear(); return true; } bool GLShader::load_from_file(const char* fragment_shader_filename, const char* vertex_shader_filename) { const std::string& path = resources_dir() + "/shaders/"; boost::nowide::ifstream vs(path + std::string(vertex_shader_filename), boost::nowide::ifstream::binary); if (!vs.good()) return false; vs.seekg(0, vs.end); int file_length = (int)vs.tellg(); vs.seekg(0, vs.beg); std::string vertex_shader(file_length, '\0'); vs.read(const_cast(vertex_shader.data()), file_length); if (!vs.good()) return false; vs.close(); boost::nowide::ifstream fs(path + std::string(fragment_shader_filename), boost::nowide::ifstream::binary); if (!fs.good()) return false; fs.seekg(0, fs.end); file_length = (int)fs.tellg(); fs.seekg(0, fs.beg); std::string fragment_shader(file_length, '\0'); fs.read(const_cast(fragment_shader.data()), file_length); if (!fs.good()) return false; fs.close(); return load_from_text(fragment_shader.c_str(), vertex_shader.c_str()); } void GLShader::release() { if (this->shader_program_id) { if (this->vertex_program_id) glDetachShader(this->shader_program_id, this->vertex_program_id); if (this->fragment_program_id) glDetachShader(this->shader_program_id, this->fragment_program_id); glDeleteProgram(this->shader_program_id); this->shader_program_id = 0; } if (this->vertex_program_id) { glDeleteShader(this->vertex_program_id); this->vertex_program_id = 0; } if (this->fragment_program_id) { glDeleteShader(this->fragment_program_id); this->fragment_program_id = 0; } } void GLShader::enable() const { glUseProgram(this->shader_program_id); } void GLShader::disable() const { glUseProgram(0); } // Return shader vertex attribute ID int GLShader::get_attrib_location(const char *name) const { return this->shader_program_id ? glGetAttribLocation(this->shader_program_id, name) : -1; } // Return shader uniform variable ID int GLShader::get_uniform_location(const char *name) const { return this->shader_program_id ? glGetUniformLocation(this->shader_program_id, name) : -1; } bool GLShader::set_uniform(const char *name, float value) const { int id = this->get_uniform_location(name); if (id >= 0) { glUniform1fARB(id, value); return true; } return false; } bool GLShader::set_uniform(const char* name, const float* matrix) const { int id = get_uniform_location(name); if (id >= 0) { ::glUniformMatrix4fv(id, 1, GL_FALSE, (const GLfloat*)matrix); return true; } return false; } bool GLShader::set_uniform(const char* name, int value) const { int id = get_uniform_location(name); if (id >= 0) { ::glUniform1i(id, value); return true; } return false; } /* # Set shader vector sub SetVector { my($self,$var,@values) = @_; my $id = $self->Map($var); return 'Unable to map $var' if (!defined($id)); my $count = scalar(@values); eval('glUniform'.$count.'fARB($id,@values)'); return ''; } # Set shader 4x4 matrix sub SetMatrix { my($self,$var,$oga) = @_; my $id = $self->Map($var); return 'Unable to map $var' if (!defined($id)); glUniformMatrix4fvARB_c($id,1,0,$oga->ptr()); return ''; } */ #if ENABLE_TEXTURES_FROM_SVG Shader::Shader() : m_shader(nullptr) { } Shader::~Shader() { reset(); } bool Shader::init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename) { if (is_initialized()) return true; m_shader = new GLShader(); if (m_shader != nullptr) { if (!m_shader->load_from_file(fragment_shader_filename.c_str(), vertex_shader_filename.c_str())) { std::cout << "Compilaton of shader failed:" << std::endl; std::cout << m_shader->last_error << std::endl; reset(); return false; } } return true; } bool Shader::is_initialized() const { return (m_shader != nullptr); } bool Shader::start_using() const { if (is_initialized()) { m_shader->enable(); return true; } else return false; } void Shader::stop_using() const { if (m_shader != nullptr) m_shader->disable(); } void Shader::set_uniform(const std::string& name, float value) const { if (m_shader != nullptr) m_shader->set_uniform(name.c_str(), value); } void Shader::set_uniform(const std::string& name, const float* matrix) const { if (m_shader != nullptr) m_shader->set_uniform(name.c_str(), matrix); } void Shader::set_uniform(const std::string& name, bool value) const { if (m_shader != nullptr) m_shader->set_uniform(name.c_str(), value ? 1 : 0); } unsigned int Shader::get_shader_program_id() const { return (m_shader != nullptr) ? m_shader->shader_program_id : 0; } void Shader::reset() { if (m_shader != nullptr) { m_shader->release(); delete m_shader; m_shader = nullptr; } } #endif // ENABLE_TEXTURES_FROM_SVG } // namespace Slic3r