initial commit, 4.5 stable
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This commit is contained in:
128
drivers/gles3/effects/feed_effects.cpp
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128
drivers/gles3/effects/feed_effects.cpp
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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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#ifdef GLES3_ENABLED
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#include "feed_effects.h"
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#ifdef ANDROID_ENABLED
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#include <GLES3/gl3ext.h>
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#endif
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#define GL_PROGRAM_POINT_SIZE 0x8642
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using namespace GLES3;
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FeedEffects *FeedEffects::singleton = nullptr;
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FeedEffects *FeedEffects::get_singleton() {
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return singleton;
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}
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FeedEffects::FeedEffects() {
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singleton = this;
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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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{ // Screen Triangle.
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glGenBuffers(1, &screen_triangle);
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glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
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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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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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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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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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Transform3D transform3D_from_mat4(const float *p_mat4) {
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Transform3D res;
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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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return res;
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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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draw_screen_triangle();
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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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#endif // GLES3_ENABLED
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