8ac1d37b10
by glGetString().
208 lines
6.6 KiB
C++
208 lines
6.6 KiB
C++
#include <GL/glew.h>
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#include "GLShader.hpp"
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#include <string>
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#include <utility>
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#include <assert.h>
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namespace Slic3r {
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GLShader::~GLShader()
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{
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assert(fragment_program_id == 0);
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assert(vertex_program_id == 0);
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assert(shader_program_id == 0);
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}
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// A safe wrapper around glGetString to report a "N/A" string in case glGetString returns nullptr.
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inline std::string gl_get_string_safe(GLenum param)
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{
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const char *value = (const char*)glGetString(param);
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return std::string(value ? value : "N/A");
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}
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bool GLShader::load(const char *fragment_shader, const char *vertex_shader)
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{
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std::string gl_version = gl_get_string_safe(GL_VERSION);
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int major = atoi(gl_version.c_str());
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//int minor = atoi(gl_version.c_str() + gl_version.find('.') + 1);
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if (major < 2) {
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// Cannot create a shader object on OpenGL 1.x.
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// Form an error message.
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std::string gl_vendor = gl_get_string_safe(GL_VENDOR);
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std::string gl_renderer = gl_get_string_safe(GL_RENDERER);
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std::string glsl_version = gl_get_string_safe(GL_SHADING_LANGUAGE_VERSION);
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last_error = "Your computer does not support OpenGL shaders.\n";
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#ifdef _WIN32
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if (gl_vendor == "Microsoft Corporation" && gl_renderer == "GDI Generic") {
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last_error = "Windows is using a software OpenGL renderer.\n"
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"You are either connected over remote desktop,\n"
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"or a hardware acceleration is not available.\n";
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}
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#endif
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last_error += "GL version: " + gl_version + "\n";
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last_error += "vendor: " + gl_vendor + "\n";
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last_error += "renderer: " + gl_renderer + "\n";
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last_error += "GLSL version: " + glsl_version + "\n";
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return false;
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}
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if (fragment_shader != nullptr) {
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this->fragment_program_id = glCreateShader(GL_FRAGMENT_SHADER);
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if (this->fragment_program_id == 0) {
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last_error = "glCreateShader(GL_FRAGMENT_SHADER) failed.";
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return false;
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}
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GLint len = (GLint)strlen(fragment_shader);
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glShaderSource(this->fragment_program_id, 1, &fragment_shader, &len);
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glCompileShader(this->fragment_program_id);
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GLint params;
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glGetShaderiv(this->fragment_program_id, GL_COMPILE_STATUS, ¶ms);
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if (params == GL_FALSE) {
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// Compilation failed. Get the log.
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glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, ¶ms);
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std::vector<char> msg(params);
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glGetShaderInfoLog(this->fragment_program_id, params, ¶ms, msg.data());
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this->last_error = std::string("Fragment shader compilation failed:\n") + msg.data();
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this->release();
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return false;
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}
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}
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if (vertex_shader != nullptr) {
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this->vertex_program_id = glCreateShader(GL_VERTEX_SHADER);
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if (this->vertex_program_id == 0) {
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last_error = "glCreateShader(GL_VERTEX_SHADER) failed.";
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this->release();
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return false;
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}
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GLint len = (GLint)strlen(vertex_shader);
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glShaderSource(this->vertex_program_id, 1, &vertex_shader, &len);
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glCompileShader(this->vertex_program_id);
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GLint params;
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glGetShaderiv(this->vertex_program_id, GL_COMPILE_STATUS, ¶ms);
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if (params == GL_FALSE) {
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// Compilation failed. Get the log.
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glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms);
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std::vector<char> msg(params);
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glGetShaderInfoLog(this->vertex_program_id, params, ¶ms, msg.data());
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this->last_error = std::string("Vertex shader compilation failed:\n") + msg.data();
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this->release();
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return false;
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}
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}
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// Link shaders
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this->shader_program_id = glCreateProgram();
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if (this->shader_program_id == 0) {
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last_error = "glCreateProgram() failed.";
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this->release();
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return false;
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}
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if (this->fragment_program_id)
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glAttachShader(this->shader_program_id, this->fragment_program_id);
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if (this->vertex_program_id)
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glAttachShader(this->shader_program_id, this->vertex_program_id);
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glLinkProgram(this->shader_program_id);
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GLint params;
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glGetProgramiv(this->shader_program_id, GL_LINK_STATUS, ¶ms);
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if (params == GL_FALSE) {
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// Linking failed. Get the log.
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glGetProgramiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms);
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std::vector<char> msg(params);
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glGetProgramInfoLog(this->vertex_program_id, params, ¶ms, msg.data());
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this->last_error = std::string("Shader linking failed:\n") + msg.data();
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this->release();
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return false;
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}
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last_error.clear();
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return true;
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}
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void GLShader::release()
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{
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if (this->shader_program_id) {
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if (this->vertex_program_id)
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glDetachShader(this->shader_program_id, this->vertex_program_id);
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if (this->fragment_program_id)
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glDetachShader(this->shader_program_id, this->fragment_program_id);
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glDeleteProgram(this->shader_program_id);
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this->shader_program_id = 0;
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}
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if (this->vertex_program_id) {
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glDeleteShader(this->vertex_program_id);
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this->vertex_program_id = 0;
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}
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if (this->fragment_program_id) {
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glDeleteShader(this->fragment_program_id);
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this->fragment_program_id = 0;
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}
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}
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void GLShader::enable() const
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{
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glUseProgram(this->shader_program_id);
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}
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void GLShader::disable() const
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{
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glUseProgram(0);
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}
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// Return shader vertex attribute ID
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int GLShader::get_attrib_location(const char *name) const
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{
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return this->shader_program_id ? glGetAttribLocation(this->shader_program_id, name) : -1;
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}
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// Return shader uniform variable ID
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int GLShader::get_uniform_location(const char *name) const
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{
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return this->shader_program_id ? glGetUniformLocation(this->shader_program_id, name) : -1;
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}
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bool GLShader::set_uniform(const char *name, float value) const
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{
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int id = this->get_uniform_location(name);
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if (id >= 0) {
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glUniform1fARB(id, value);
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return true;
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}
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return false;
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}
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/*
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# Set shader vector
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sub SetVector
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{
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my($self,$var,@values) = @_;
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my $id = $self->Map($var);
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return 'Unable to map $var' if (!defined($id));
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my $count = scalar(@values);
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eval('glUniform'.$count.'fARB($id,@values)');
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return '';
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}
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# Set shader 4x4 matrix
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sub SetMatrix
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{
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my($self,$var,$oga) = @_;
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my $id = $self->Map($var);
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return 'Unable to map $var' if (!defined($id));
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glUniformMatrix4fvARB_c($id,1,0,$oga->ptr());
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return '';
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}
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*/
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} // namespace Slic3r
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