/**************************************************************************/ /* 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 #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