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- /**************************************************************************/
- /* feed_effects.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifdef GLES3_ENABLED
- #include "feed_effects.h"
- #ifdef ANDROID_ENABLED
- #include <GLES3/gl3ext.h>
- #endif
- #define GL_PROGRAM_POINT_SIZE 0x8642
- using namespace GLES3;
- FeedEffects *FeedEffects::singleton = nullptr;
- FeedEffects *FeedEffects::get_singleton() {
- return singleton;
- }
- FeedEffects::FeedEffects() {
- singleton = this;
- feed.shader.initialize();
- feed.shader_version = feed.shader.version_create();
- feed.shader.version_bind_shader(feed.shader_version, FeedShaderGLES3::MODE_DEFAULT);
- { // Screen Triangle.
- glGenBuffers(1, &screen_triangle);
- glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
- const float qv[6] = {
- -1.0f,
- -1.0f,
- 3.0f,
- -1.0f,
- -1.0f,
- 3.0f,
- };
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- glGenVertexArrays(1, &screen_triangle_array);
- glBindVertexArray(screen_triangle_array);
- glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
- glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
- glEnableVertexAttribArray(RS::ARRAY_VERTEX);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- }
- }
- FeedEffects::~FeedEffects() {
- singleton = nullptr;
- glDeleteBuffers(1, &screen_triangle);
- glDeleteVertexArrays(1, &screen_triangle_array);
- feed.shader.version_free(feed.shader_version);
- }
- Transform3D transform3D_from_mat4(const float *p_mat4) {
- Transform3D res;
- res.basis.rows[0][0] = p_mat4[0];
- res.basis.rows[1][0] = p_mat4[1];
- res.basis.rows[2][0] = p_mat4[2];
- // p_mat4[3] = 0;
- res.basis.rows[0][1] = p_mat4[4];
- res.basis.rows[1][1] = p_mat4[5];
- res.basis.rows[2][1] = p_mat4[6];
- // p_mat4[7] = 0;
- res.basis.rows[0][2] = p_mat4[8];
- res.basis.rows[1][2] = p_mat4[9];
- res.basis.rows[2][2] = p_mat4[10];
- // p_mat4[11] = 0;
- res.origin.x = p_mat4[12];
- res.origin.y = p_mat4[13];
- res.origin.z = p_mat4[14];
- // p_mat4[15] = 1;
- return res;
- }
- void FeedEffects::draw() {
- bool success = feed.shader.version_bind_shader(feed.shader_version, FeedShaderGLES3::MODE_DEFAULT, FeedShaderGLES3::USE_EXTERNAL_SAMPLER);
- if (!success) {
- OS::get_singleton()->print("Godot : FeedShaderGLES3 Could not bind version_bind_shader USE_EXTERNAL_SAMPLER");
- return;
- }
- draw_screen_triangle();
- }
- void FeedEffects::draw_screen_triangle() {
- glBindVertexArray(screen_triangle_array);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- }
- #endif // GLES3_ENABLED
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