PrusaSlicer-NonPlainar/src/slic3r/GUI/GLShadersManager.cpp

143 lines
6.5 KiB
C++

#include "libslic3r/libslic3r.h"
#include "libslic3r/Platform.hpp"
#include "GLShadersManager.hpp"
#include "3DScene.hpp"
#include "GUI_App.hpp"
#include <cassert>
#include <algorithm>
#include <string_view>
using namespace std::literals;
#include <GL/glew.h>
namespace Slic3r {
std::pair<bool, std::string> GLShadersManager::init()
{
std::string error;
auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames,
const std::initializer_list<std::string_view> &defines = {}) {
m_shaders.push_back(std::make_unique<GLShaderProgram>());
if (!m_shaders.back()->init_from_files(name, filenames, defines)) {
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;
#if ENABLE_GLBEGIN_GLEND_REMOVAL
// basic shader, used to render all what was previously rendered using the immediate mode
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
valid &= append_shader("flat_attr", { "flat_attr.vs", "flat.fs" });
#else
valid &= append_shader("flat", { "flat.vs", "flat.fs" });
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
// basic shader for textures, used to render textures
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
valid &= append_shader("flat_texture_attr", { "flat_texture_attr.vs", "flat_texture.fs" });
#else
valid &= append_shader("flat_texture", { "flat_texture.vs", "flat_texture.fs" });
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
// used to render 3D scene background
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
valid &= append_shader("background_attr", { "background_attr.vs", "background.fs" });
#else
valid &= append_shader("background", { "background.vs", "background.fs" });
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
#if ENABLE_SHOW_TOOLPATHS_COG
// used to render toolpaths center of gravity
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
valid &= append_shader("toolpaths_cog_attr", { "toolpaths_cog_attr.vs", "toolpaths_cog.fs" });
#else
valid &= append_shader("toolpaths_cog", { "toolpaths_cog.vs", "toolpaths_cog.fs" });
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#endif // ENABLE_SHOW_TOOLPATHS_COG
// used to render bed axes and model, selection hints, gcode sequential view marker model, preview shells, options in gcode preview
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
valid &= append_shader("gouraud_light_attr", { "gouraud_light_attr.vs", "gouraud_light.fs" });
#else
valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.fs" });
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
// used to render printbed
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
valid &= append_shader("printbed_attr", { "printbed_attr.vs", "printbed.fs" });
#else
valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
// used to render options in gcode preview
if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 3)) {
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
valid &= append_shader("gouraud_light_instanced_attr", { "gouraud_light_instanced_attr.vs", "gouraud_light_instanced.fs" });
#else
valid &= append_shader("gouraud_light_instanced", { "gouraud_light_instanced.vs", "gouraud_light_instanced.fs" });
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
}
#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
// used to render extrusion and travel paths as lines in gcode preview
valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
// used to render objects in 3d editor
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
valid &= append_shader("gouraud_attr", { "gouraud_attr.vs", "gouraud.fs" }
#else
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
#if ENABLE_ENVIRONMENT_MAP
, { "ENABLE_ENVIRONMENT_MAP"sv }
#endif // ENABLE_ENVIRONMENT_MAP
);
// used to render variable layers heights in 3d editor
valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
// used to render highlight contour around selected triangles inside the multi-material gizmo
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
valid &= append_shader("mm_contour_attr", { "mm_contour_attr.vs", "mm_contour_attr.fs" });
#else
valid &= append_shader("mm_contour", { "mm_contour.vs", "mm_contour.fs" });
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
// Used to render painted triangles inside the multi-material gizmo. Triangle normals are computed inside fragment shader.
// For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction.
// Because of this, objects had darker colors inside the multi-material gizmo.
// Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
// Since macOS 12 (Monterey), this issue with the opposite direction on Apple's Arm CPU seems to be fixed, and computed
// triangle normals inside fragment shader have the right direction.
if (platform_flavor() == PlatformFlavor::OSXOnArm && wxPlatformInfo::Get().GetOSMajorVersion() < 12)
valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"}, {"FLIP_TRIANGLE_NORMALS"sv});
else
valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"});
return { valid, error };
}
void GLShadersManager::shutdown()
{
m_shaders.clear();
}
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<GLShaderProgram>& 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 nullptr;
auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [id](std::unique_ptr<GLShaderProgram>& p) { return static_cast<GLint>(p->get_id()) == id; });
return (it != m_shaders.end()) ? it->get() : nullptr;
}
} // namespace Slic3r