#include "libslic3r/libslic3r.h" #include "GLShadersManager.hpp" #include "3DScene.hpp" #include #include #include #if ENABLE_SHADERS_MANAGER namespace Slic3r { std::pair GLShadersManager::init() { std::string error; auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames) { m_shaders.push_back(std::make_unique()); if (!m_shaders.back()->init_from_files(name, filenames)) { error += name + "\n"; // if any error happens while initializating the shader, we remove it from the list m_shaders.pop_back(); return false; } return true; }; assert(m_shaders.empty()); bool valid = true; // used to render bed axes, selection hints valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.fs" }); // used to render printbed valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" }); // used to render tool changes in gcode preview valid &= append_shader("toolchanges", { "toolchanges.vs", "toolchanges.fs" }); // used to render color changes in gcode preview valid &= append_shader("colorchanges", { "colorchanges.vs", "colorchanges.fs" }); // used to render pause prints in gcode preview valid &= append_shader("pauses", { "pauses.vs", "pauses.fs" }); // used to render custom gcode points in gcode preview valid &= append_shader("customs", { "customs.vs", "customs.fs" }); // used to render retractions in gcode preview valid &= append_shader("retractions", { "retractions.vs", "retractions.fs" }); // used to render unretractions in gcode preview valid &= append_shader("unretractions", { "unretractions.vs", "unretractions.fs" }); // used to render extrusion paths in gcode preview valid &= append_shader("extrusions", { "extrusions.vs", "extrusions.fs" }); // used to render travel paths in gcode preview valid &= append_shader("travels", { "travels.vs", "travels.fs" }); // used to render shells in gcode preview valid &= append_shader("shells", { "shells.vs", "shells.fs" }); // used to render objects in 3d editor valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }); // used to render variable layers heights in 3d editor valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" }); return { valid, error }; } void GLShadersManager::shutdown() { for (std::unique_ptr& shader : m_shaders) { shader.reset(); } } GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name) { auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [shader_name](std::unique_ptr& p) { return p->get_name() == shader_name; }); return (it != m_shaders.end()) ? it->get() : nullptr; } GLShaderProgram* GLShadersManager::get_current_shader() { GLint id = 0; glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &id)); if (id == 0) return false; auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [id](std::unique_ptr& p) { return p->get_id() == id; }); return (it != m_shaders.end()) ? it->get() : nullptr; } } // namespace Slic3r #endif // ENABLE_SHADERS_MANAGER