a8eb217e4a
Fixed a bug in reporting a software renderer on Windows.
194 lines
5.8 KiB
Perl
194 lines
5.8 KiB
Perl
############################################################
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#
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# Stripped down from the Perl OpenGL::Shader package by Vojtech Bubnik
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# to only support the GLSL shaders. The original source was not maintained
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# and did not install properly through the CPAN archive, and it was unnecessary
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# complex.
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#
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# Original copyright:
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#
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# Copyright 2007 Graphcomp - ALL RIGHTS RESERVED
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# Author: Bob "grafman" Free - grafman@graphcomp.com
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the same terms as Perl itself.
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#
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############################################################
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package Slic3r::GUI::GLShader;
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use OpenGL(':all');
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# Avoid cloning this class by the worker threads.
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sub CLONE_SKIP { 1 }
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# Shader constructor
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sub new
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{
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# Check for required OpenGL extensions
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my $error_message = '';
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my $extensions_valid = 1;
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foreach my $i (map "GL_ARB_$_", qw(shader_objects fragment_shader vertex_shader shading_language_100)) {
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if (OpenGL::glpCheckExtension($i)) {
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$error_message .= "Missing OpenGL extension: $i\n";
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$extensions_valid = 0;
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}
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}
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if (! $extensions_valid) {
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# Cannot create a shader object, because some of the necessary OpenGL extensions are missing.
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# Form an error message.
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my $gl_version = glGetString(GL_VERSION);
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my $gl_vendor = glGetString(GL_VENDOR);
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my $gl_renderer = glGetString(GL_RENDERER);
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my $glsl_version_ARB = glGetString(GL_SHADING_LANGUAGE_VERSION_ARB) // '';
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my $glsl_version = glGetString(GL_SHADING_LANGUAGE_VERSION) // $glsl_version_ARB;
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$glsl_version .= 'ARB(' . $glsl_version_ARB . ')' if ($glsl_version_ARB ne '' && $glsl_version ne $glsl_version_ARB);
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my $out = '';
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if ($^O eq 'MSWin32' && $gl_vendor eq 'Microsoft Corporation' && $gl_renderer eq 'GDI Generic') {
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$out .= "Windows is using a software OpenGL renderer.\n";
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$out .= "You are either connected over remote desktop,\n";
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$out .= "or a hardware acceleration is not available.\n";
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}
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$out .= "GL version: ${gl_version}\n";
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$out .= "vendor: ${gl_vendor}\n";
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$out .= "renderer: ${gl_renderer}\n";
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$out .= "GLSL version: ${glsl_version}\n";
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$error_message = $out . $error_message;
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return $error_message;
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}
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my $this = shift;
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my $class = ref($this) || $this;
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my($type) = @_;
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my $self = {type => uc($type)};
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bless($self, $class);
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# Get GL_SHADING_LANGUAGE_VERSION_ARB
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my $shader_ver = glGetString(0x8B8C);
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$shader_ver =~ m|([\d\.]+)|;
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$self->{version} = $1 || '0';
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# print "Shader version: $self->{version}\n";
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return $self;
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}
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# Shader destructor
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# Must be disabled first
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sub DESTROY
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{
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my($self) = @_;
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if ($self->{program}) {
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glDetachObjectARB($self->{program},$self->{fragment_id}) if ($self->{fragment_id});
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glDetachObjectARB($self->{program},$self->{vertex_id}) if ($self->{vertex_id});
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glDeleteProgramsARB_p($self->{program});
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}
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glDeleteProgramsARB_p($self->{fragment_id}) if ($self->{fragment_id});
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glDeleteProgramsARB_p($self->{vertex_id}) if ($self->{vertex_id});
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}
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# Load shader strings
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sub Load
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{
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my($self, $fragment, $vertex) = @_;
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# Load fragment code
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if ($fragment) {
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$self->{fragment_id} = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
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return "glCreateShaderObjectARB failed." if (!$self->{fragment_id});
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glShaderSourceARB_p($self->{fragment_id}, $fragment);
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glCompileShaderARB($self->{fragment_id});
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my $stat = glGetInfoLogARB_p($self->{fragment_id});
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return "Fragment shader compilation failed:\n$stat" if ($stat);
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}
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# Load vertex code
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if ($vertex) {
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$self->{vertex_id} = glCreateShaderObjectARB(GL_VERTEX_SHADER);
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return "glCreateShaderObjectARB failed." if (!$self->{vertex_id});
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glShaderSourceARB_p($self->{vertex_id}, $vertex);
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glCompileShaderARB($self->{vertex_id});
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$stat = glGetInfoLogARB_p($self->{vertex_id});
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return "Vertex shader compilation failed:\n$stat" if ($stat);
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}
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# Link shaders
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my $sp = glCreateProgramObjectARB();
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return "glCreateProgramObjectARB failed." if (!sp);
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glAttachObjectARB($sp, $self->{fragment_id}) if ($fragment);
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glAttachObjectARB($sp, $self->{vertex_id}) if ($vertex);
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glLinkProgramARB($sp);
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my $linked = glGetObjectParameterivARB_p($sp, GL_OBJECT_LINK_STATUS_ARB);
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if (!$linked) {
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$stat = glGetInfoLogARB_p($sp);
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return "Shader linking failed:\n$stat" if ($stat);
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return 'Unable to link the shader.';
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}
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$self->{program} = $sp;
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return undef;
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}
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# Enable shader
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sub Enable
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{
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my($self) = @_;
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glUseProgramObjectARB($self->{program}) if ($self->{program});
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}
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# Disable shader
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sub Disable
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{
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my($self) = @_;
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glUseProgramObjectARB(0) if ($self->{program});
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}
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# Return shader vertex attribute ID
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sub MapAttr
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{
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my($self,$attr) = @_;
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return undef if (!$self->{program});
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my $id = glGetAttribLocationARB_p($self->{program},$attr);
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return undef if ($id < 0);
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return $id;
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}
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# Return shader uniform variable ID
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sub Map
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{
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my($self,$var) = @_;
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return undef if (!$self->{program});
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my $id = glGetUniformLocationARB_p($self->{program},$var);
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return undef if ($id < 0);
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return $id;
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}
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# Set shader vector
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sub SetVector
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{
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my($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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1;
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__END__
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