#include #include "GLShader.hpp" #include #include #include namespace Slic3r { GLShader::~GLShader() { assert(fragment_program_id == 0); assert(vertex_program_id == 0); assert(shader_program_id == 0); } bool GLShader::load(const char *fragment_shader, const char *vertex_shader) { std::string gl_version = (const char*)glGetString(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 = (const char*)glGetString(GL_VENDOR); std::string gl_renderer = (const char*)glGetString(GL_RENDERER); std::string glsl_version = (const char*)glGetString(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; } 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; } /* # 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 ''; } */ } // namespace Slic3r