1 #include "libslic3r/libslic3r.h"
2 #include "GLShader.hpp"
3 
4 #include "3DScene.hpp"
5 #include "libslic3r/Utils.hpp"
6 #include "libslic3r/format.hpp"
7 
8 #include <boost/nowide/fstream.hpp>
9 #include <GL/glew.h>
10 #include <cassert>
11 
12 #include <boost/log/trivial.hpp>
13 
14 namespace Slic3r {
15 
~GLShaderProgram()16 GLShaderProgram::~GLShaderProgram()
17 {
18     if (m_id > 0)
19         glsafe(::glDeleteProgram(m_id));
20 }
21 
init_from_files(const std::string & name,const ShaderFilenames & filenames,const std::initializer_list<std::string_view> & defines)22 bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames, const std::initializer_list<std::string_view> &defines)
23 {
24     // Load a shader program from file, prepend defs block.
25     auto load_from_file = [](const std::string& filename, const std::string &defs) {
26         std::string path = resources_dir() + "/shaders/" + filename;
27         boost::nowide::ifstream s(path, boost::nowide::ifstream::binary);
28         if (!s.good()) {
29             BOOST_LOG_TRIVIAL(error) << "Couldn't open file: '" << path << "'";
30             return std::string();
31         }
32 
33         s.seekg(0, s.end);
34         int file_length = static_cast<int>(s.tellg());
35         s.seekg(0, s.beg);
36         std::string source(defs.size() + file_length, '\0');
37         memcpy(source.data(), defs.c_str(), defs.size());
38         s.read(source.data() + defs.size(), file_length);
39         if (!s.good()) {
40             BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'";
41             return std::string();
42         }
43         s.close();
44 
45         if (! defs.empty()) {
46             // Extract the version and flip the order of "defines" and version in the source block.
47             size_t idx = source.find("\n", defs.size());
48             if (idx != std::string::npos && strncmp(source.c_str() + defs.size(), "#version", 8) == 0) {
49                 // Swap the version line with the defines.
50                 size_t len = idx - defs.size() + 1;
51                 memmove(source.data(), source.c_str() + defs.size(), len);
52                 memcpy(source.data() + len, defs.c_str(), defs.size());
53             }
54         }
55 
56         return source;
57     };
58 
59     // Create a block of C "defines" from list of symbols.
60     std::string defines_program;
61     for (std::string_view def : defines)
62         // Our shaders are stored with "\r\n", thus replicate the same here for consistency. Likely "\n" would suffice,
63         // but we don't know all the OpenGL shader compilers around.
64         defines_program += format("#define %s\r\n", def);
65 
66     ShaderSources sources = {};
67     for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
68         sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i], defines_program);
69     }
70 
71     bool valid = !sources[static_cast<size_t>(EShaderType::Vertex)].empty() && !sources[static_cast<size_t>(EShaderType::Fragment)].empty() && sources[static_cast<size_t>(EShaderType::Compute)].empty();
72     valid |= !sources[static_cast<size_t>(EShaderType::Compute)].empty() && sources[static_cast<size_t>(EShaderType::Vertex)].empty() && sources[static_cast<size_t>(EShaderType::Fragment)].empty() &&
73               sources[static_cast<size_t>(EShaderType::Geometry)].empty() && sources[static_cast<size_t>(EShaderType::TessEvaluation)].empty() && sources[static_cast<size_t>(EShaderType::TessControl)].empty();
74 
75     return valid ? init_from_texts(name, sources) : false;
76 }
77 
init_from_texts(const std::string & name,const ShaderSources & sources)78 bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSources& sources)
79 {
80     auto shader_type_as_string = [](EShaderType type) {
81         switch (type)
82         {
83         case EShaderType::Vertex:         { return "vertex"; }
84         case EShaderType::Fragment:       { return "fragment"; }
85         case EShaderType::Geometry:       { return "geometry"; }
86         case EShaderType::TessEvaluation: { return "tesselation evaluation"; }
87         case EShaderType::TessControl:    { return "tesselation control"; }
88         case EShaderType::Compute:        { return "compute"; }
89         default:                          { return "unknown"; }
90         }
91     };
92 
93     auto create_shader = [](EShaderType type) {
94         GLuint id = 0;
95         switch (type)
96         {
97         case EShaderType::Vertex:         { id = ::glCreateShader(GL_VERTEX_SHADER); glcheck(); break; }
98         case EShaderType::Fragment:       { id = ::glCreateShader(GL_FRAGMENT_SHADER); glcheck(); break; }
99         case EShaderType::Geometry:       { id = ::glCreateShader(GL_GEOMETRY_SHADER); glcheck(); break; }
100         case EShaderType::TessEvaluation: { id = ::glCreateShader(GL_TESS_EVALUATION_SHADER); glcheck(); break; }
101         case EShaderType::TessControl:    { id = ::glCreateShader(GL_TESS_CONTROL_SHADER); glcheck(); break; }
102         case EShaderType::Compute:        { id = ::glCreateShader(GL_COMPUTE_SHADER); glcheck(); break; }
103         default:                          { break; }
104         }
105 
106         return (id == 0) ? std::make_pair(false, GLuint(0)) : std::make_pair(true, id);
107     };
108 
109     auto release_shaders = [](const std::array<GLuint, static_cast<size_t>(EShaderType::Count)>& shader_ids) {
110         for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
111             if (shader_ids[i] > 0)
112                 glsafe(::glDeleteShader(shader_ids[i]));
113         }
114     };
115 
116     assert(m_id == 0);
117 
118     m_name = name;
119 
120     std::array<GLuint, static_cast<size_t>(EShaderType::Count)> shader_ids = { 0 };
121 
122     for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
123         const std::string& source = sources[i];
124         if (!source.empty())
125         {
126             EShaderType type = static_cast<EShaderType>(i);
127             auto [result, id] = create_shader(type);
128             if (result)
129                 shader_ids[i] = id;
130             else {
131                 BOOST_LOG_TRIVIAL(error) << "glCreateShader() failed for " << shader_type_as_string(type) << " shader of shader program '" << name << "'";
132 
133                 // release shaders
134                 release_shaders(shader_ids);
135                 return false;
136             }
137 
138             const char* source_ptr = source.c_str();
139             glsafe(::glShaderSource(id, 1, &source_ptr, nullptr));
140             glsafe(::glCompileShader(id));
141             GLint params;
142             glsafe(::glGetShaderiv(id, GL_COMPILE_STATUS, &params));
143             if (params == GL_FALSE) {
144                 // Compilation failed.
145                 glsafe(::glGetShaderiv(id, GL_INFO_LOG_LENGTH, &params));
146                 std::vector<char> msg(params);
147                 glsafe(::glGetShaderInfoLog(id, params, &params, msg.data()));
148                 BOOST_LOG_TRIVIAL(error) << "Unable to compile " << shader_type_as_string(type) << " shader of shader program '" << name << "':\n" << msg.data();
149 
150                 // release shaders
151                 release_shaders(shader_ids);
152                 return false;
153             }
154         }
155     }
156 
157     m_id = ::glCreateProgram();
158     glcheck();
159     if (m_id == 0) {
160         BOOST_LOG_TRIVIAL(error) << "glCreateProgram() failed for shader program '" << name << "'";
161 
162         // release shaders
163         release_shaders(shader_ids);
164         return false;
165     }
166 
167     for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
168         if (shader_ids[i] > 0)
169             glsafe(::glAttachShader(m_id, shader_ids[i]));
170     }
171 
172     glsafe(::glLinkProgram(m_id));
173     GLint params;
174     glsafe(::glGetProgramiv(m_id, GL_LINK_STATUS, &params));
175     if (params == GL_FALSE) {
176         // Linking failed.
177         glsafe(::glGetProgramiv(m_id, GL_INFO_LOG_LENGTH, &params));
178         std::vector<char> msg(params);
179         glsafe(::glGetProgramInfoLog(m_id, params, &params, msg.data()));
180         BOOST_LOG_TRIVIAL(error) << "Unable to link shader program '" << name << "':\n" << msg.data();
181 
182         // release shaders
183         release_shaders(shader_ids);
184 
185         // release shader program
186         glsafe(::glDeleteProgram(m_id));
187         m_id = 0;
188 
189         return false;
190     }
191 
192     // release shaders, they are no more needed
193     release_shaders(shader_ids);
194 
195     return true;
196 }
197 
start_using() const198 void GLShaderProgram::start_using() const
199 {
200     assert(m_id > 0);
201     glsafe(::glUseProgram(m_id));
202 }
203 
stop_using() const204 void GLShaderProgram::stop_using() const
205 {
206     glsafe(::glUseProgram(0));
207 }
208 
set_uniform(const char * name,int value) const209 bool GLShaderProgram::set_uniform(const char* name, int value) const
210 {
211     int id = get_uniform_location(name);
212     if (id >= 0) {
213         glsafe(::glUniform1i(id, static_cast<GLint>(value)));
214         return true;
215     }
216     return false;
217 }
218 
set_uniform(const char * name,bool value) const219 bool GLShaderProgram::set_uniform(const char* name, bool value) const
220 {
221     return set_uniform(name, value ? 1 : 0);
222 }
223 
set_uniform(const char * name,float value) const224 bool GLShaderProgram::set_uniform(const char* name, float value) const
225 {
226     int id = get_uniform_location(name);
227     if (id >= 0) {
228         glsafe(::glUniform1f(id, static_cast<GLfloat>(value)));
229         return true;
230     }
231     return false;
232 }
233 
set_uniform(const char * name,double value) const234 bool GLShaderProgram::set_uniform(const char* name, double value) const
235 {
236     return set_uniform(name, static_cast<float>(value));
237 }
238 
set_uniform(const char * name,const std::array<int,2> & value) const239 bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 2>& value) const
240 {
241     int id = get_uniform_location(name);
242     if (id >= 0) {
243         glsafe(::glUniform2iv(id, 1, static_cast<const GLint*>(value.data())));
244         return true;
245     }
246     return false;
247 }
248 
set_uniform(const char * name,const std::array<int,3> & value) const249 bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 3>& value) const
250 {
251     int id = get_uniform_location(name);
252     if (id >= 0) {
253         glsafe(::glUniform3iv(id, 1, static_cast<const GLint*>(value.data())));
254         return true;
255     }
256     return false;
257 }
258 
set_uniform(const char * name,const std::array<int,4> & value) const259 bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 4>& value) const
260 {
261     int id = get_uniform_location(name);
262     if (id >= 0) {
263         glsafe(::glUniform4iv(id, 1, static_cast<const GLint*>(value.data())));
264         return true;
265     }
266     return false;
267 }
268 
set_uniform(const char * name,const std::array<float,2> & value) const269 bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 2>& value) const
270 {
271     int id = get_uniform_location(name);
272     if (id >= 0) {
273         glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
274         return true;
275     }
276     return false;
277 }
278 
set_uniform(const char * name,const std::array<float,3> & value) const279 bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 3>& value) const
280 {
281     int id = get_uniform_location(name);
282     if (id >= 0) {
283         glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
284         return true;
285     }
286     return false;
287 }
288 
set_uniform(const char * name,const std::array<float,4> & value) const289 bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 4>& value) const
290 {
291     int id = get_uniform_location(name);
292     if (id >= 0) {
293         glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value.data())));
294         return true;
295     }
296     return false;
297 }
298 
set_uniform(const char * name,const float * value,size_t size) const299 bool GLShaderProgram::set_uniform(const char* name, const float* value, size_t size) const
300 {
301     if (size == 1)
302         return set_uniform(name, value[0]);
303     else if (size < 5) {
304         int id = get_uniform_location(name);
305         if (id >= 0) {
306             if (size == 2)
307                 glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value)));
308             else if (size == 3)
309                 glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value)));
310             else
311                 glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value)));
312 
313             return true;
314         }
315     }
316     return false;
317 }
318 
set_uniform(const char * name,const Transform3f & value) const319 bool GLShaderProgram::set_uniform(const char* name, const Transform3f& value) const
320 {
321     int id = get_uniform_location(name);
322     if (id >= 0) {
323         glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.matrix().data())));
324         return true;
325     }
326     return false;
327 }
328 
set_uniform(const char * name,const Transform3d & value) const329 bool GLShaderProgram::set_uniform(const char* name, const Transform3d& value) const
330 {
331     return set_uniform(name, value.cast<float>());
332 }
333 
set_uniform(const char * name,const Matrix3f & value) const334 bool GLShaderProgram::set_uniform(const char* name, const Matrix3f& value) const
335 {
336     int id = get_uniform_location(name);
337     if (id >= 0) {
338         glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
339         return true;
340     }
341     return false;
342 }
343 
set_uniform(const char * name,const Vec3f & value) const344 bool GLShaderProgram::set_uniform(const char* name, const Vec3f& value) const
345 {
346     int id = get_uniform_location(name);
347     if (id >= 0) {
348         glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
349         return true;
350     }
351     return false;
352 }
353 
set_uniform(const char * name,const Vec3d & value) const354 bool GLShaderProgram::set_uniform(const char* name, const Vec3d& value) const
355 {
356     return set_uniform(name, static_cast<Vec3f>(value.cast<float>()));
357 }
358 
get_attrib_location(const char * name) const359 int GLShaderProgram::get_attrib_location(const char* name) const
360 {
361     return (m_id > 0) ? ::glGetAttribLocation(m_id, name) : -1;
362 }
363 
get_uniform_location(const char * name) const364 int GLShaderProgram::get_uniform_location(const char* name) const
365 {
366     return (m_id > 0) ? ::glGetUniformLocation(m_id, name) : -1;
367 }
368 
369 } // namespace Slic3r
370