Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
godotengine
GitHub Repository: godotengine/godot
Path: blob/master/drivers/gles3/effects/feed_effects.cpp
10000 views
1
/**************************************************************************/
2
/* feed_effects.cpp */
3
/**************************************************************************/
4
/* This file is part of: */
5
/* GODOT ENGINE */
6
/* https://godotengine.org */
7
/**************************************************************************/
8
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10
/* */
11
/* Permission is hereby granted, free of charge, to any person obtaining */
12
/* a copy of this software and associated documentation files (the */
13
/* "Software"), to deal in the Software without restriction, including */
14
/* without limitation the rights to use, copy, modify, merge, publish, */
15
/* distribute, sublicense, and/or sell copies of the Software, and to */
16
/* permit persons to whom the Software is furnished to do so, subject to */
17
/* the following conditions: */
18
/* */
19
/* The above copyright notice and this permission notice shall be */
20
/* included in all copies or substantial portions of the Software. */
21
/* */
22
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29
/**************************************************************************/
30
31
#ifdef GLES3_ENABLED
32
33
#include "feed_effects.h"
34
35
#ifdef ANDROID_ENABLED
36
#include <GLES3/gl3ext.h>
37
#endif
38
39
#define GL_PROGRAM_POINT_SIZE 0x8642
40
41
using namespace GLES3;
42
43
FeedEffects *FeedEffects::singleton = nullptr;
44
45
FeedEffects *FeedEffects::get_singleton() {
46
return singleton;
47
}
48
49
FeedEffects::FeedEffects() {
50
singleton = this;
51
52
feed.shader.initialize();
53
feed.shader_version = feed.shader.version_create();
54
feed.shader.version_bind_shader(feed.shader_version, FeedShaderGLES3::MODE_DEFAULT);
55
56
{ // Screen Triangle.
57
glGenBuffers(1, &screen_triangle);
58
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
59
60
const float qv[6] = {
61
-1.0f,
62
-1.0f,
63
3.0f,
64
-1.0f,
65
-1.0f,
66
3.0f,
67
};
68
69
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
70
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
71
72
glGenVertexArrays(1, &screen_triangle_array);
73
glBindVertexArray(screen_triangle_array);
74
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
75
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
76
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
77
glBindVertexArray(0);
78
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
79
}
80
}
81
82
FeedEffects::~FeedEffects() {
83
singleton = nullptr;
84
glDeleteBuffers(1, &screen_triangle);
85
glDeleteVertexArrays(1, &screen_triangle_array);
86
feed.shader.version_free(feed.shader_version);
87
}
88
89
Transform3D transform3D_from_mat4(const float *p_mat4) {
90
Transform3D res;
91
92
res.basis.rows[0][0] = p_mat4[0];
93
res.basis.rows[1][0] = p_mat4[1];
94
res.basis.rows[2][0] = p_mat4[2];
95
// p_mat4[3] = 0;
96
res.basis.rows[0][1] = p_mat4[4];
97
res.basis.rows[1][1] = p_mat4[5];
98
res.basis.rows[2][1] = p_mat4[6];
99
// p_mat4[7] = 0;
100
res.basis.rows[0][2] = p_mat4[8];
101
res.basis.rows[1][2] = p_mat4[9];
102
res.basis.rows[2][2] = p_mat4[10];
103
// p_mat4[11] = 0;
104
res.origin.x = p_mat4[12];
105
res.origin.y = p_mat4[13];
106
res.origin.z = p_mat4[14];
107
// p_mat4[15] = 1;
108
109
return res;
110
}
111
112
void FeedEffects::draw() {
113
bool success = feed.shader.version_bind_shader(feed.shader_version, FeedShaderGLES3::MODE_DEFAULT, FeedShaderGLES3::USE_EXTERNAL_SAMPLER);
114
if (!success) {
115
OS::get_singleton()->print("Godot : FeedShaderGLES3 Could not bind version_bind_shader USE_EXTERNAL_SAMPLER");
116
return;
117
}
118
119
draw_screen_triangle();
120
}
121
122
void FeedEffects::draw_screen_triangle() {
123
glBindVertexArray(screen_triangle_array);
124
glDrawArrays(GL_TRIANGLES, 0, 3);
125
glBindVertexArray(0);
126
}
127
128
#endif // GLES3_ENABLED
129
130