Added glm. Updated widget to expose mouse focus. Added custom renderer with stippled line.

This commit is contained in:
2023-05-03 12:41:54 +03:00
parent d729454f8a
commit ad0a80eb85
9 changed files with 546 additions and 140 deletions
+4 -1
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@@ -1,6 +1,9 @@
[submodule "libs/nanogui"] [submodule "libs/nanogui"]
path = libs/nanogui path = libs/nanogui
url = https://github.com/mitsuba-renderer/nanogui.git url = https://github.com/benishor/nanogui.git
[submodule "libs/gtest"] [submodule "libs/gtest"]
path = libs/gtest path = libs/gtest
url = https://github.com/google/googletest.git url = https://github.com/google/googletest.git
[submodule "libs/glm"]
path = libs/glm
url = https://github.com/g-truc/glm.git
+4 -2
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@@ -13,7 +13,9 @@ set(NANOGUI_INSTALL OFF CACHE BOOL " " FORCE)
# Add the configurations from nanogui # Add the configurations from nanogui
add_subdirectory(libs/nanogui) add_subdirectory(libs/nanogui)
add_subdirectory(libs/gtest) add_subdirectory(libs/gtest)
add_subdirectory(libs/glm)
include_directories(libs/gtest/googletest/include) include_directories(libs/gtest/googletest/include)
include_directories(libs/glm)
# For reliability of parallel build, make the NanoGUI targets dependencies # For reliability of parallel build, make the NanoGUI targets dependencies
set_property(TARGET glfw glfw_objects nanogui PROPERTY FOLDER "dependencies") set_property(TARGET glfw glfw_objects nanogui PROPERTY FOLDER "dependencies")
@@ -23,5 +25,5 @@ set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_VISIBILITY_PRESET hidden) set(CMAKE_CXX_VISIBILITY_PRESET hidden)
add_executable(sender main.cpp grbl.h grbl.cpp grbl_test.cpp grbl_communication.h grbl_communication.cpp grbl_machine.h grbl_machine.cpp string_utils.h) add_executable(sender main.cpp grbl.h grbl.cpp grbl_test.cpp grbl_communication.h grbl_communication.cpp grbl_machine.h grbl_machine.cpp string_utils.h render.h render.cpp)
target_link_libraries(sender nanogui gtest gtest_main) target_link_libraries(sender nanogui GL gtest gtest_main)
+1 -1
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@@ -36,7 +36,7 @@ grbl::program::program(std::string filename) {
} }
static auto comment_re = std::regex(R"(\(([^)]*)\))"); static auto comment_re = std::regex(R"(\(([^)]*)\))");
static auto gcode_re = std::regex(R"(([a-zA-Z0-9\s.]+).*(\(([^)]*)\))?)"); static auto gcode_re = std::regex(R"(([a-zA-Z0-9\s.\-]+)\s*(\(([^)]*)\))?)");
bool grbl::program::load_from_stream(std::istream& in) { bool grbl::program::load_from_stream(std::istream& in) {
instructions.clear(); instructions.clear();
Submodule
+1
Submodule libs/glm added at efec5db081
+122 -134
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@@ -51,9 +51,18 @@
#include <stb_image.h> #include <stb_image.h>
#include "grbl.h" #include "grbl.h"
#include <gtest/gtest.h> #include <gtest/gtest.h>
#include <regex>
#include "grbl_communication.h" #include "grbl_communication.h"
#include "grbl_machine.h" #include "grbl_machine.h"
#include "string_utils.h" #include "string_utils.h"
#include "render.h"
#include <glm/vec3.hpp> // glm::vec3
#include <glm/vec4.hpp> // glm::vec4
#include <glm/mat4x4.hpp> // glm::mat4
#include <glm/ext/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale
#include <glm/ext/matrix_clip_space.hpp> // glm::perspective
#include <glm/ext/scalar_constants.hpp> // glm::pi
using namespace nanogui; using namespace nanogui;
@@ -74,6 +83,13 @@ public:
grbl::program pgm; grbl::program pgm;
Button *btnLoadProgram, *btnCheckProgram, *btnRunProgram; Button *btnLoadProgram, *btnCheckProgram, *btnRunProgram;
grbl::program_renderer renderer;
glm::vec3 cam_target = glm::vec3(0);
glm::vec3 cam_src = glm::vec3(0);
glm::vec2 cam_rotate = {0, 0};
SenderApp() : Screen(Vector2i(1024, 768), "GRBL Sender") { SenderApp() : Screen(Vector2i(1024, 768), "GRBL Sender") {
inc_ref(); inc_ref();
window = new Window(this, "Machine status"); window = new Window(this, "Machine status");
@@ -150,8 +166,9 @@ public:
btnLoadProgram = new Button(pgm_actions, "Load"); btnLoadProgram = new Button(pgm_actions, "Load");
btnLoadProgram->set_callback([&] { btnLoadProgram->set_callback([&] {
auto path = file_dialog( auto path = file_dialog(
{{"nc", "G-Code files"}, {{"gcode", "G-Code files"},
{"ngc", "G-Code files"}}, false); {"nc", "G-Code files"},
{"ngc", "G-Code files"}}, true);
btnCheckProgram->set_background_color(colBg); btnCheckProgram->set_background_color(colBg);
btnRunProgram->set_background_color(colBg); btnRunProgram->set_background_color(colBg);
@@ -159,6 +176,16 @@ public:
if (pgm.load_from_file(path)) { if (pgm.load_from_file(path)) {
btnCheckProgram->set_enabled(true); btnCheckProgram->set_enabled(true);
// btnRunProgram->set_enabled(true); // btnRunProgram->set_enabled(true);
renderer.update(pgm, cnc);
auto max_pos = renderer.get_extents_max();
auto min_pos = renderer.get_extents_min();
cam_target = (max_pos - min_pos) / 2.0f;
cam_src = cam_target;
cam_src.z = (max_pos.x - min_pos.x);
cam_rotate = {0, 0};
} else { } else {
btnCheckProgram->set_enabled(false); btnCheckProgram->set_enabled(false);
btnRunProgram->set_enabled(false); btnRunProgram->set_enabled(false);
@@ -180,51 +207,51 @@ public:
}); });
btnRunProgram->set_tooltip("Execute program"); btnRunProgram->set_tooltip("Execute program");
// Alternative construction notation using variadic template // // Alternative construction notation using variadic template
btnLoadProgram = window->add<Button>("Styled", FA_ROCKET); // btnLoadProgram = window->add<Button>("Styled", FA_ROCKET);
btnLoadProgram->set_background_color(Color(0, 0, 255, 25)); // btnLoadProgram->set_background_color(Color(0, 0, 255, 25));
btnLoadProgram->set_callback([] { std::cout << "pushed!" << std::endl; }); // btnLoadProgram->set_callback([] { std::cout << "pushed!" << std::endl; });
btnLoadProgram->set_tooltip("This button has a fairly long tooltip. It is so long, in " // btnLoadProgram->set_tooltip("This button has a fairly long tooltip. It is so long, in "
"fact, that the shown text will span several lines."); // "fact, that the shown text will span several lines.");
//
new Label(window, "Toggle buttons", "sans-bold"); // new Label(window, "Toggle buttons", "sans-bold");
btnLoadProgram = new Button(window, "Toggle me"); // btnLoadProgram = new Button(window, "Toggle me");
btnLoadProgram->set_flags(Button::ToggleButton); // btnLoadProgram->set_flags(Button::ToggleButton);
btnLoadProgram->set_change_callback([](bool state) { std::cout << "Toggle button state: " << state << std::endl; }); // btnLoadProgram->set_change_callback([](bool state) { std::cout << "Toggle button state: " << state << std::endl; });
//
new Label(window, "Radio buttons", "sans-bold"); // new Label(window, "Radio buttons", "sans-bold");
btnLoadProgram = new Button(window, "Radio button 1"); // btnLoadProgram = new Button(window, "Radio button 1");
btnLoadProgram->set_flags(Button::RadioButton); // btnLoadProgram->set_flags(Button::RadioButton);
btnLoadProgram = new Button(window, "Radio button 2"); // btnLoadProgram = new Button(window, "Radio button 2");
btnLoadProgram->set_flags(Button::RadioButton); // btnLoadProgram->set_flags(Button::RadioButton);
//
new Label(window, "A tool palette", "sans-bold"); // new Label(window, "A tool palette", "sans-bold");
Widget *tools = new Widget(window); // Widget *tools = new Widget(window);
tools->set_layout(new BoxLayout(Orientation::Horizontal, // tools->set_layout(new BoxLayout(Orientation::Horizontal,
Alignment::Middle, 0, 6)); // Alignment::Middle, 0, 6));
//
btnLoadProgram = new ToolButton(tools, FA_CLOUD); // btnLoadProgram = new ToolButton(tools, FA_CLOUD);
btnLoadProgram = new ToolButton(tools, FA_FAST_FORWARD); // btnLoadProgram = new ToolButton(tools, FA_FAST_FORWARD);
btnLoadProgram = new ToolButton(tools, FA_COMPASS); // btnLoadProgram = new ToolButton(tools, FA_COMPASS);
btnLoadProgram = new ToolButton(tools, FA_UTENSILS); // btnLoadProgram = new ToolButton(tools, FA_UTENSILS);
//
new Label(window, "Popup buttons", "sans-bold"); // new Label(window, "Popup buttons", "sans-bold");
PopupButton *popup_btn = new PopupButton(window, "Popup", FA_FLASK); // PopupButton *popup_btn = new PopupButton(window, "Popup", FA_FLASK);
Popup *popup = popup_btn->popup(); // Popup *popup = popup_btn->popup();
popup->set_layout(new GroupLayout()); // popup->set_layout(new GroupLayout());
new Label(popup, "Arbitrary widgets can be placed here"); // new Label(popup, "Arbitrary widgets can be placed here");
new CheckBox(popup, "A check box"); // new CheckBox(popup, "A check box");
// popup right // // popup right
popup_btn = new PopupButton(popup, "Recursive popup", FA_CHART_PIE); // popup_btn = new PopupButton(popup, "Recursive popup", FA_CHART_PIE);
Popup *popup_right = popup_btn->popup(); // Popup *popup_right = popup_btn->popup();
popup_right->set_layout(new GroupLayout()); // popup_right->set_layout(new GroupLayout());
new CheckBox(popup_right, "Another check box"); // new CheckBox(popup_right, "Another check box");
// popup left // // popup left
popup_btn = new PopupButton(popup, "Recursive popup", FA_DNA); // popup_btn = new PopupButton(popup, "Recursive popup", FA_DNA);
popup_btn->set_side(Popup::Side::Left); // popup_btn->set_side(Popup::Side::Left);
Popup *popup_left = popup_btn->popup(); // Popup *popup_left = popup_btn->popup();
popup_left->set_layout(new GroupLayout()); // popup_left->set_layout(new GroupLayout());
new CheckBox(popup_left, "Another check box"); // new CheckBox(popup_left, "Another check box");
perform_layout(); perform_layout();
@@ -237,81 +264,8 @@ public:
m_render_pass = new RenderPass({this}); m_render_pass = new RenderPass({this});
m_render_pass->set_clear_color(0, Color(0.3f, 0.3f, 0.32f, 1.f)); m_render_pass->set_clear_color(0, Color(0.3f, 0.3f, 0.32f, 1.f));
m_render_pass->set_depth_test(RenderPass::DepthTest::Always, true);
m_shader = new Shader( m_render_pass->set_cull_mode(RenderPass::CullMode::Disabled);
m_render_pass,
/* An identifying name */
"a_simple_shader",
#if defined(NANOGUI_USE_OPENGL)
R"(/* Vertex shader */
#version 330
uniform mat4 mvp;
in vec3 position;
void main() {
gl_Position = mvp * vec4(position, 1.0);
})",
/* Fragment shader */
R"(#version 330
out vec4 color;
uniform float intensity;
void main() {
color = vec4(vec3(intensity), 1.0);
})"
#elif defined(NANOGUI_USE_GLES)
R"(/* Vertex shader */
precision highp float;
uniform mat4 mvp;
attribute vec3 position;
void main() {
gl_Position = mvp * vec4(position, 1.0);
})",
/* Fragment shader */
R"(precision highp float;
uniform float intensity;
void main() {
gl_FragColor = vec4(vec3(intensity), 1.0);
})"
#elif defined(NANOGUI_USE_METAL)
R"(using namespace metal;
struct VertexOut {
float4 position [[position]];
};
vertex VertexOut vertex_main(const device packed_float3 *position,
constant float4x4 &mvp,
uint id [[vertex_id]]) {
VertexOut vert;
vert.position = mvp * float4(position[id], 1.f);
return vert;
})",
/* Fragment shader */
R"(using namespace metal;
fragment float4 fragment_main(const constant float &intensity) {
return float4(intensity);
})"
#endif
);
uint32_t indices[3 * 2] = {
0, 1, 2,
2, 3, 0
};
float positions[3 * 4] = {
-1.f, -1.f, 0.f,
1.f, -1.f, 0.f,
1.f, 1.f, 0.f,
-1.f, 1.f, 0.f
};
m_shader->set_buffer("indices", VariableType::UInt32, {3 * 2}, indices);
m_shader->set_buffer("position", VariableType::Float32, {4, 3}, positions);
m_shader->set_uniform("intensity", 0.5f);
} }
bool resize_event(const Vector2i& size) override { bool resize_event(const Vector2i& size) override {
@@ -392,10 +346,11 @@ public:
bool keyboard_event(int key, int scancode, int action, int modifiers) override { bool keyboard_event(int key, int scancode, int action, int modifiers) override {
if (Screen::keyboard_event(key, scancode, action, modifiers)) if (Screen::keyboard_event(key, scancode, action, modifiers))
return true; return true;
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
set_visible(false); // if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
return true; // set_visible(false);
} // return true;
// }
auto new_jog = jog; auto new_jog = jog;
@@ -471,6 +426,34 @@ public:
return false; return false;
} }
bool mouse_motion_event(const Vector2i& p, const Vector2i& rel, int button, int modifiers) override {
auto result = Widget::mouse_motion_event(p, rel, button, modifiers);
if (window->mouse_focused()) {
return result;
} else {
std::cout << "Mouse motion p:" << p << ", rel:" << rel << ", button:" << button << ", .modifiers:" << modifiers << std::endl;
if (button == 1) {
cam_rotate += glm::vec2((float) rel.x() / 100.0f, (float) rel.y() / 100.0f);
} else if (button == 2) {
cam_src.x += (float) rel.x() / 10.0f;
cam_src.y += (float) rel.y() / 10.0f;
}
return true;
}
}
bool scroll_event(const Vector2i& p, const Vector2f& rel) override {
if (window->mouse_focused()) {
return Widget::scroll_event(p, rel);
} else {
std::cout << "Scroll event: p:" << p << ", rel:" << rel << std::endl;
cam_src.z += rel.y();
cam_src.z = std::max(cam_src.z, 0.1f);
return true;
}
}
virtual void draw(NVGcontext *ctx) { virtual void draw(NVGcontext *ctx) {
// Animate the scrollbar // Animate the scrollbar
// m_progress->set_value(std::fmod((float) glfwGetTime() / 10, 1.0f)); // m_progress->set_value(std::fmod((float) glfwGetTime() / 10, 1.0f));
@@ -479,26 +462,31 @@ public:
Screen::draw(ctx); Screen::draw(ctx);
} }
virtual void draw_contents() { virtual void draw_contents() {
Matrix4f mvp = Matrix4f::scale(Vector3f( auto fb_size = framebuffer_size();
(float) m_size.y() / (float) m_size.x() * 0.25f, 0.25f, 0.25f)) *
Matrix4f::rotate(Vector3f(0, 0, 1), (float) glfwGetTime());
m_shader->set_uniform("mvp", mvp); renderer.update(pgm, cnc);
// compute mvp
glm::mat4 projection = glm::perspective(45.0f * glm::pi<float>() / 180.0f, (float) fb_size.x() / (float) fb_size.y(), 0.1f, 1000.f);
glm::mat4 view = glm::lookAt(cam_src, cam_target, glm::vec3{0.0f, 1.0f, 0.0f});
view = glm::rotate(view, cam_rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
view = glm::rotate(view, cam_rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 model = glm::mat4(1.0f);
auto mvp = projection * view * model;
// start rendering
m_render_pass->resize(framebuffer_size()); m_render_pass->resize(framebuffer_size());
m_render_pass->begin(); m_render_pass->begin();
m_shader->begin(); renderer.render(mvp, glm::vec2(fb_size.x(), fb_size.y()));
m_shader->draw_array(Shader::PrimitiveType::Triangle, 0, 6, true);
m_shader->end();
m_render_pass->end(); m_render_pass->end();
} }
private: private:
ProgressBar *m_progress; ProgressBar *m_progress;
ref<Shader> m_shader;
ref<RenderPass> m_render_pass; ref<RenderPass> m_render_pass;
using ImageHolder = std::unique_ptr<uint8_t[], void (*)(void *)>; using ImageHolder = std::unique_ptr<uint8_t[], void (*)(void *)>;
+1 -1
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@@ -15,7 +15,7 @@ G0 Z10
(Text: MATEI) (Text: MATEI)
( ---------- cut-here ---------- ) ( ---------- cut-here ---------- )
g0 z3 g0 z3
g0 x2.7539 y21.8701 g0 x 2.7539 y 21.8701
g1 z0.1 f500 g1 z0.1 f500
g1 f1200 g1 f1200
g1 x2.7539 y21.8701 g1 x2.7539 y21.8701
+354
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@@ -0,0 +1,354 @@
#include <regex>
#include <iostream>
#include "render.h"
#include "glm/vec3.hpp"
#include "glm/vec4.hpp"
#include "glm/gtc/type_ptr.hpp"
//#include <GL/glext.h>
static const char *vs_code = R"(
#version 330
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 in_color;
out vec4 interp_color;
out vec3 vertPos;
flat out vec3 startPos;
uniform mat4 mvp;
void main() {
vec4 pos = mvp * vec4(position, 1.0);
gl_Position = pos;
vertPos = pos.xyz / pos.w;
startPos = vertPos;
interp_color = in_color;
}
)";
static const char *ps_code = R"(
#version 330
flat in vec3 startPos;
in vec3 vertPos;
in vec4 interp_color;
out vec4 color;
uniform vec2 u_resolution;
float u_dashSize = 10; // make this uniform
float u_gapSize = 10; // make this uniform
void main() {
vec2 dir = (vertPos.xy - startPos.xy) * u_resolution/2.0;
float dist = length(dir);
if (fract(dist / (u_dashSize + u_gapSize)) > u_dashSize/(u_dashSize + u_gapSize))
discard;
color = interp_color;
}
)";
void grbl::program_renderer::render(glm::mat4 mvp, glm::vec2 viewport_size) {
shader->bind();
shader->set_mat4(glm::value_ptr(mvp), "mvp");
shader->set_vec2(glm::value_ptr(viewport_size), "u_resolution");
glBindVertexArray(vao_id);
glDrawArrays(GL_LINES, 0, vertices_count);
shader->unbind();
// draw bit location
}
void grbl::program_renderer::update(const grbl::program& pgm, const grbl::machine& cnc) {
if (!initialized) {
shader = new shader_program(vs_code, ps_code);
glGenBuffers(1, &vbo_id);
glGenVertexArrays(1, &vao_id);
// vertex format: x, y, z, r, g, b, a
// stride: 28 bytes
const GLsizei sizeOfVertexInBytes = 28;
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glEnableVertexAttribArray(0); // vertices on stream 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes, (void *) 0);
glEnableVertexAttribArray(1); // vertex colors on stream 1
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes, (void *) (sizeof(float) * 3));
// unbind vao
glBindVertexArray(0);
initialized = true;
}
// update program with machine status
// build vbo and vao
vertices_count = build_vbo(pgm);
}
GLsizei grbl::program_renderer::build_vbo(const grbl::program& pgm) {
static auto movement_re = std::regex(R"(([gG]0*1?\s+|[xXyYzZ]\s*[0-9\.\-]+))");
bool is_tool_on = false;
std::vector<float> buffer_data;
glm::vec3 tool_pos;
min_pos = max_pos = tool_pos = glm::vec3(0);
for (auto& i: pgm.instructions) {
if (i.type == grbl::instruction_type::gcode) {
std::vector<std::string> tokens;
std::smatch res;
std::string::const_iterator start(i.command.cbegin());
while (std::regex_search(start, i.command.cend(), res, movement_re)) {
auto str = res[0].str();
// make upper case
std::transform(str.begin(), str.end(), str.begin(), ::toupper);
// remove whitespace from things like "X 123.1234"
str.erase(remove_if(str.begin(), str.end(), isspace), str.end());
tokens.push_back(str);
start = res.suffix().first;
}
if (!tokens.empty()) {
auto new_pos = tool_pos;
for (auto& t: tokens) {
if (t[0] == 'X') {
new_pos.x = std::stof(t.substr(1));
} else if (t[0] == 'Y') {
new_pos.y = std::stof(t.substr(1));
} else if (t[0] == 'Z') {
new_pos.z = std::stof(t.substr(1));
}
}
bool has_g1 = tokens[0][0] == 'G' && std::stoi(tokens[0].substr(1)) == 1;
bool has_g0 = tokens[0][0] == 'G' && std::stoi(tokens[0].substr(1)) == 0;
bool is_plunge = has_g1 && tokens.size() > 1 && tokens[1][0] == 'Z';
bool is_retract = has_g0 && tokens.size() > 1 && tokens[1][0] == 'Z';
is_tool_on = has_g1 || (is_retract ? false : is_tool_on);
auto from_color = glm::vec4(1.0f);
auto to_color = glm::vec4(1.0f);
if (is_tool_on) {
from_color = glm::vec4(1, 0, 0, 1);
to_color = glm::vec4(1, 0, 0, 1);
}
if (is_plunge) {
to_color = glm::vec4(1, 0, 0, 1);
} else if (is_retract) {
to_color = glm::vec4(0, 1, 0, 1);
}
// from
buffer_data.push_back(tool_pos.x);
buffer_data.push_back(tool_pos.y);
buffer_data.push_back(tool_pos.z);
buffer_data.push_back(from_color.r);
buffer_data.push_back(from_color.g);
buffer_data.push_back(from_color.b);
buffer_data.push_back(from_color.a);
// to
buffer_data.push_back(new_pos.x);
buffer_data.push_back(new_pos.y);
buffer_data.push_back(new_pos.z);
buffer_data.push_back(to_color.r);
buffer_data.push_back(to_color.g);
buffer_data.push_back(to_color.b);
buffer_data.push_back(to_color.a);
// calculate extents
min_pos.x = std::min(min_pos.x, new_pos.x);
min_pos.y = std::min(min_pos.y, new_pos.y);
min_pos.z = std::min(min_pos.z, new_pos.z);
max_pos.x = std::max(max_pos.x, new_pos.x);
max_pos.y = std::max(max_pos.y, new_pos.y);
max_pos.z = std::max(max_pos.z, new_pos.z);
tool_pos = new_pos;
}
}
}
const GLsizei sizeOfVertexInBytes = 28;
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, sizeOfVertexInBytes * buffer_data.size(), buffer_data.data(), GL_DYNAMIC_DRAW);
auto number_of_vertices = buffer_data.size() * sizeof(float) / sizeOfVertexInBytes;
return number_of_vertices;
}
void check_compile_error(GLuint shader_id) {
GLint isCompiled = 0;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &isCompiled);
if (!isCompiled) {
GLint maxLength = 0;
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &maxLength);
//The maxLength includes the NULL character
char errorLog[maxLength];
glGetShaderInfoLog(shader_id, maxLength, &maxLength, &errorLog[0]);
std::cerr << "Shader compile error: " << "(id: " << shader_id << ", code: " << isCompiled << ", bytes: "
<< maxLength << ") - " << std::string(errorLog, maxLength);
//Provide the infolog in whatever manor you deem best.
//Exit with failure.
glDeleteShader(shader_id); //Don't leak the shader.
} else {
std::cout << "Shader " << shader_id << " successfully compiled";
}
}
void check_link_error(GLuint program_id) {
GLint is_linked = 0;
glGetShaderiv(program_id, GL_LINK_STATUS, &is_linked);
if (!is_linked) {
GLint maxLength = 0;
glGetShaderiv(program_id, GL_INFO_LOG_LENGTH, &maxLength);
//The maxLength includes the NULL character
char errorLog[maxLength];
glGetShaderInfoLog(program_id, maxLength, &maxLength, &errorLog[0]);
std::cerr << "Shader program link error: " << "(id: " << program_id << ", code: " << is_linked << ", bytes: "
<< maxLength << ") - " << std::string(errorLog, maxLength);
//Provide the info log in whatever manner you deem best.
//Exit with failure.
glDeleteShader(program_id); //Don't leak the program shader.
} else {
std::cout << "Shader program " << program_id << " successfully linked";
}
}
grbl::shader_program::shader_program(const char *vs_content, const char *ps_content)
: shader_ids{0, 0},
program_id{0} {
shader_ids[0] = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader_ids[0], 1, &vs_content, NULL);
glCompileShader(shader_ids[0]);
int success;
char infoLog[512];
glGetShaderiv(shader_ids[0], GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader_ids[0], 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
shader_ids[1] = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(shader_ids[1], 1, &ps_content, NULL);
glCompileShader(shader_ids[1]);
glGetShaderiv(shader_ids[1], GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader_ids[1], 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
program_id = glCreateProgram();
glAttachShader(program_id, shader_ids[0]);
glAttachShader(program_id, shader_ids[1]);
glLinkProgram(program_id);
glGetProgramiv(program_id, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(program_id, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n" << infoLog << std::endl;
}
glUseProgram(program_id);
}
grbl::shader_program::~shader_program() {
glDetachShader(program_id, shader_ids[0]);
glDetachShader(program_id, shader_ids[1]);
glDeleteShader(shader_ids[0]);
glDeleteShader(shader_ids[1]);
glDeleteProgram(program_id);
}
void grbl::shader_program::bind() const {
glUseProgram(program_id);
}
void grbl::shader_program::unbind() {
glUseProgram(0);
}
int grbl::shader_program::get_uniform(const char *name) {
if (uniform_cache.count(name) == 0) {
uniform_cache[name] = glGetUniformLocation(program_id, name);
}
return uniform_cache[name];
}
void grbl::shader_program::set_mat3(float *matrix, const char *uniform_name) {
GLint location = get_uniform(uniform_name);
if (location != -1)
glUniformMatrix3fv(location, 1, false, matrix);
}
void grbl::shader_program::set_mat4(float *matrix, const char *uniform_name) {
GLint location = get_uniform(uniform_name);
if (location != -1)
glUniformMatrix4fv(location, 1, false, matrix);
}
void grbl::shader_program::set_vec2(float *value, const char *uniform_name) {
GLint location = get_uniform(uniform_name);
if (location != -1)
glUniform2fv(location, 1, value);
}
void grbl::shader_program::set_vec3(float *value, const char *uniform_name) {
GLint location = get_uniform(uniform_name);
if (location != -1)
glUniform3fv(location, 1, value);
}
void grbl::shader_program::set_vec4(float *value, const char *uniform_name) {
GLint location = get_uniform(uniform_name);
if (location != -1)
glUniform4fv(location, 1, value);
}
void grbl::shader_program::set_int(int value, const char *uniform_name) {
GLint location = get_uniform(uniform_name);
if (location != -1)
glUniform1i(location, value);
}
void grbl::shader_program::set_float(float value, const char *uniform_name) {
GLint location = get_uniform(uniform_name);
if (location != -1)
glUniform1f(location, value);
}
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#pragma once
#include "grbl.h"
#include "grbl_machine.h"
#include "glm/ext/matrix_float4x4.hpp"
#include <nanogui/opengl.h>
namespace grbl {
class shader_program;
class program_renderer {
public:
void update(const program& pgm, const machine& cnc);
void render(glm::mat4 mvp, glm::vec2 viewport_size);
glm::vec3 get_extents_min() const { return min_pos; };
glm::vec3 get_extents_max() const { return max_pos; };
private:
GLsizei build_vbo(const grbl::program& pgm);
GLuint vbo_id;
GLuint vao_id;
shader_program *shader = nullptr;
bool initialized = false;
glm::vec3 min_pos, max_pos;
GLsizei vertices_count;
};
class shader_program {
public:
shader_program(const char *vs_content, const char *ps_content);
virtual ~shader_program();
void bind() const;
static void unbind();
GLuint get_id() const { return program_id; }
int get_uniform(const char *name);
void set_mat3(float *value, const char *uniform_name);
void set_mat4(float *value, const char *uniform_name);
void set_vec2(float *value, const char *uniform_name);
void set_vec3(float *value, const char *uniform_name);
void set_vec4(float *value, const char *uniform_name);
void set_float(float value, const char *uniform_name);
void set_int(int value, const char *uniform_name);
private:
GLuint program_id;
GLuint shader_ids[2];
std::map<const char *, int> uniform_cache;
};
}