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