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authorTwistedTwigleg <beard.noah@gmail.com>2017-08-11 15:10:05 -0400
committerRĂ©mi Verschelde <rverschelde@gmail.com>2017-08-16 17:22:23 +0200
commit00f6c859282bb4dab3f6b4f6c20c44222221ebe9 (patch)
treeab3d2bae1ce8e9661480535a6442c94e5aeafd83 /drivers
parentb1ecaaa22b8dd87a75db414cb84ad0f60d5d4cef (diff)
Synchronize parameter names in definition and declaration
Fixes #10244.
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp66
-rw-r--r--drivers/gles2/rasterizer_gles2.h2
-rw-r--r--drivers/gles2/shader_gles2.cpp4
-rw-r--r--drivers/gles2/shader_gles2.h8
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp28
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h6
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp52
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h8
-rw-r--r--drivers/gles3/shader_gles3.cpp4
-rw-r--r--drivers/gles3/shader_gles3.h8
-rw-r--r--drivers/unix/dir_access_unix.h4
-rw-r--r--drivers/unix/os_unix.h2
-rw-r--r--drivers/unix/packet_peer_udp_posix.cpp6
-rw-r--r--drivers/windows/dir_access_windows.h4
-rw-r--r--drivers/windows/file_access_windows.cpp4
15 files changed, 103 insertions, 103 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 2abdbe9d0a..7ad08ed7d5 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -1600,9 +1600,9 @@ RID RasterizerGLES2::material_create() {
return material;
}
-void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) {
+void RasterizerGLES2::material_set_shader(RID p_shader_material, RID p_shader) {
- Material *material = material_owner.get(p_material);
+ Material *material = material_owner.get(p_shader_material);
ERR_FAIL_COND(!material);
if (material->shader == p_shader)
return;
@@ -1610,9 +1610,9 @@ void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) {
material->shader_version = 0;
}
-RID RasterizerGLES2::material_get_shader(RID p_material) const {
+RID RasterizerGLES2::material_get_shader(RID p_shader_material) const {
- Material *material = material_owner.get(p_material);
+ Material *material = material_owner.get(p_shader_material);
ERR_FAIL_COND_V(!material, RID());
return material->shader;
}
@@ -7891,7 +7891,7 @@ void RasterizerGLES2::canvas_draw_rect(const Rect2 &p_rect, int p_flags, const R
_rinfo.ci_draw_commands++;
}
-void RasterizerGLES2::canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margin, bool p_draw_center, const Color &p_modulate) {
+void RasterizerGLES2::canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margins, bool p_draw_center, const Color &p_modulate) {
Color m = p_modulate;
m.a *= canvas_opacity;
@@ -7907,47 +7907,47 @@ void RasterizerGLES2::canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_
region.size.height = texture->height;
/* CORNERS */
_draw_textured_quad( // top left
- Rect2(p_rect.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])),
- Rect2(region.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])),
+ Rect2(p_rect.pos, Size2(p_margins[MARGIN_LEFT], p_margins[MARGIN_TOP])),
+ Rect2(region.pos, Size2(p_margins[MARGIN_LEFT], p_margins[MARGIN_TOP])),
Size2(texture->width, texture->height));
_draw_textured_quad( // top right
- Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])),
- Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])),
+ Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margins[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margins[MARGIN_RIGHT], p_margins[MARGIN_TOP])),
+ Rect2(Point2(region.pos.x + region.size.width - p_margins[MARGIN_RIGHT], region.pos.y), Size2(p_margins[MARGIN_RIGHT], p_margins[MARGIN_TOP])),
Size2(texture->width, texture->height));
_draw_textured_quad( // bottom left
- Rect2(Point2(p_rect.pos.x, p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])),
- Rect2(Point2(region.pos.x, region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])),
+ Rect2(Point2(p_rect.pos.x, p_rect.pos.y + p_rect.size.height - p_margins[MARGIN_BOTTOM]), Size2(p_margins[MARGIN_LEFT], p_margins[MARGIN_BOTTOM])),
+ Rect2(Point2(region.pos.x, region.pos.y + region.size.height - p_margins[MARGIN_BOTTOM]), Size2(p_margins[MARGIN_LEFT], p_margins[MARGIN_BOTTOM])),
Size2(texture->width, texture->height));
_draw_textured_quad( // bottom right
- Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])),
- Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])),
+ Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margins[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margins[MARGIN_BOTTOM]), Size2(p_margins[MARGIN_RIGHT], p_margins[MARGIN_BOTTOM])),
+ Rect2(Point2(region.pos.x + region.size.width - p_margins[MARGIN_RIGHT], region.pos.y + region.size.height - p_margins[MARGIN_BOTTOM]), Size2(p_margins[MARGIN_RIGHT], p_margins[MARGIN_BOTTOM])),
Size2(texture->width, texture->height));
- Rect2 rect_center(p_rect.pos + Point2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2(p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM]));
+ Rect2 rect_center(p_rect.pos + Point2(p_margins[MARGIN_LEFT], p_margins[MARGIN_TOP]), Size2(p_rect.size.width - p_margins[MARGIN_LEFT] - p_margins[MARGIN_RIGHT], p_rect.size.height - p_margins[MARGIN_TOP] - p_margins[MARGIN_BOTTOM]));
- Rect2 src_center(Point2(region.pos.x + p_margin[MARGIN_LEFT], region.pos.y + p_margin[MARGIN_TOP]), Size2(region.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], region.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM]));
+ Rect2 src_center(Point2(region.pos.x + p_margins[MARGIN_LEFT], region.pos.y + p_margins[MARGIN_TOP]), Size2(region.size.width - p_margins[MARGIN_LEFT] - p_margins[MARGIN_RIGHT], region.size.height - p_margins[MARGIN_TOP] - p_margins[MARGIN_BOTTOM]));
_draw_textured_quad( // top
- Rect2(Point2(rect_center.pos.x, p_rect.pos.y), Size2(rect_center.size.width, p_margin[MARGIN_TOP])),
- Rect2(Point2(src_center.pos.x, region.pos.y), Size2(src_center.size.width, p_margin[MARGIN_TOP])),
+ Rect2(Point2(rect_center.pos.x, p_rect.pos.y), Size2(rect_center.size.width, p_margins[MARGIN_TOP])),
+ Rect2(Point2(src_center.pos.x, region.pos.y), Size2(src_center.size.width, p_margins[MARGIN_TOP])),
Size2(texture->width, texture->height));
_draw_textured_quad( // bottom
- Rect2(Point2(rect_center.pos.x, rect_center.pos.y + rect_center.size.height), Size2(rect_center.size.width, p_margin[MARGIN_BOTTOM])),
- Rect2(Point2(src_center.pos.x, src_center.pos.y + src_center.size.height), Size2(src_center.size.width, p_margin[MARGIN_BOTTOM])),
+ Rect2(Point2(rect_center.pos.x, rect_center.pos.y + rect_center.size.height), Size2(rect_center.size.width, p_margins[MARGIN_BOTTOM])),
+ Rect2(Point2(src_center.pos.x, src_center.pos.y + src_center.size.height), Size2(src_center.size.width, p_margins[MARGIN_BOTTOM])),
Size2(texture->width, texture->height));
_draw_textured_quad( // left
- Rect2(Point2(p_rect.pos.x, rect_center.pos.y), Size2(p_margin[MARGIN_LEFT], rect_center.size.height)),
- Rect2(Point2(region.pos.x, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT], src_center.size.height)),
+ Rect2(Point2(p_rect.pos.x, rect_center.pos.y), Size2(p_margins[MARGIN_LEFT], rect_center.size.height)),
+ Rect2(Point2(region.pos.x, region.pos.y + p_margins[MARGIN_TOP]), Size2(p_margins[MARGIN_LEFT], src_center.size.height)),
Size2(texture->width, texture->height));
_draw_textured_quad( // right
- Rect2(Point2(rect_center.pos.x + rect_center.size.width, rect_center.pos.y), Size2(p_margin[MARGIN_RIGHT], rect_center.size.height)),
- Rect2(Point2(src_center.pos.x + src_center.size.width, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT], src_center.size.height)),
+ Rect2(Point2(rect_center.pos.x + rect_center.size.width, rect_center.pos.y), Size2(p_margins[MARGIN_RIGHT], rect_center.size.height)),
+ Rect2(Point2(src_center.pos.x + src_center.size.width, region.pos.y + p_margins[MARGIN_TOP]), Size2(p_margins[MARGIN_RIGHT], src_center.size.height)),
Size2(texture->width, texture->height));
if (p_draw_center) {
@@ -8700,17 +8700,17 @@ void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item, CanvasIte
}
}
-void RasterizerGLES2::_canvas_item_setup_shader_params(ShaderMaterial *material, Shader *shader) {
+void RasterizerGLES2::_canvas_item_setup_shader_params(ShaderMaterial *material, Shader *p_shader) {
if (canvas_shader.bind())
rebind_texpixel_size = true;
- if (material->shader_version != shader->version) {
+ if (material->shader_version != p_shader->version) {
//todo optimize uniforms
- material->shader_version = shader->version;
+ material->shader_version = p_shader->version;
}
- if (shader->has_texscreen && framebuffer.active) {
+ if (p_shader->has_texscreen && framebuffer.active) {
int x = viewport.x;
int y = window_size.height - (viewport.height + viewport.y);
@@ -8742,19 +8742,19 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(ShaderMaterial *material,
glActiveTexture(GL_TEXTURE0);
}
- if (shader->has_screen_uv) {
+ if (p_shader->has_screen_uv) {
canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT, Vector2(1.0 / viewport.width, 1.0 / viewport.height));
}
- uses_texpixel_size = shader->uses_texpixel_size;
+ uses_texpixel_size = p_shader->uses_texpixel_size;
}
-void RasterizerGLES2::_canvas_item_setup_shader_uniforms(ShaderMaterial *material, Shader *shader) {
+void RasterizerGLES2::_canvas_item_setup_shader_uniforms(ShaderMaterial *material, Shader *p_shader) {
//this can be optimized..
int tex_id = 1;
int idx = 0;
- for (Map<StringName, ShaderLanguage::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
+ for (Map<StringName, ShaderLanguage::Uniform>::Element *E = p_shader->uniforms.front(); E; E = E->next()) {
Map<StringName, Variant>::Element *F = material->shader_param.find(E->key());
@@ -8767,7 +8767,7 @@ void RasterizerGLES2::_canvas_item_setup_shader_uniforms(ShaderMaterial *materia
if (!rid.is_valid()) {
- Map<StringName, RID>::Element *DT = shader->default_textures.find(E->key());
+ Map<StringName, RID>::Element *DT = p_shader->default_textures.find(E->key());
if (DT) {
rid = DT->get();
}
@@ -8799,7 +8799,7 @@ void RasterizerGLES2::_canvas_item_setup_shader_uniforms(ShaderMaterial *materia
glActiveTexture(GL_TEXTURE0);
}
- if (shader->uses_time) {
+ if (p_shader->uses_time) {
canvas_shader.set_uniform(CanvasShaderGLES2::TIME, Math::fmod(last_time, shader_time_rollback));
draw_next_frame = true;
}
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index e86d3ba298..ca6a0fce26 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -1524,7 +1524,7 @@ public:
virtual void light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value);
virtual float light_directional_get_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param) const;
- virtual AABB light_get_aabb(RID p_poly) const;
+ virtual AABB light_get_aabb(RID p_light) const;
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp
index 961bf27a72..8764ae3895 100644
--- a/drivers/gles2/shader_gles2.cpp
+++ b/drivers/gles2/shader_gles2.cpp
@@ -103,11 +103,11 @@ void ShaderGLES2::bind_uniforms() {
uniforms_dirty = false;
};
-GLint ShaderGLES2::get_uniform_location(int p_idx) const {
+GLint ShaderGLES2::get_uniform_location(int p_index) const {
ERR_FAIL_COND_V(!version, -1);
- return version->uniform_location[p_idx];
+ return version->uniform_location[p_index];
};
bool ShaderGLES2::bind() {
diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h
index 69a66b8ab7..32b979807d 100644
--- a/drivers/gles2/shader_gles2.h
+++ b/drivers/gles2/shader_gles2.h
@@ -281,7 +281,7 @@ public:
};
GLint get_uniform_location(const String &p_name) const;
- GLint get_uniform_location(int p_uniform) const;
+ GLint get_uniform_location(int p_index) const;
static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; };
bool bind();
@@ -293,9 +293,9 @@ public:
void clear_caches();
uint32_t create_custom_shader();
- void set_custom_shader_code(uint32_t p_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_p_light, const String &p_fragment_globals, const Vector<StringName> &p_uniforms, const Vector<const char *> &p_custom_defines);
- void set_custom_shader(uint32_t p_id);
- void free_custom_shader(uint32_t p_id);
+ void set_custom_shader_code(uint32_t p_code_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_light, const String &p_fragment_globals, const Vector<StringName> &p_uniforms, const Vector<const char *> &p_custom_defines);
+ void set_custom_shader(uint32_t p_code_id);
+ void free_custom_shader(uint32_t p_code_id);
void set_uniform_default(int p_idx, const Variant &p_value) {
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 30a77c4b39..30c0d65ff3 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2180,38 +2180,38 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
}
}
-void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *m, bool p_shadow) {
+void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_shadow) {
- bool has_base_alpha = (m->shader->spatial.uses_alpha && !m->shader->spatial.uses_alpha_scissor) || m->shader->spatial.uses_screen_texture || m->shader->spatial.unshaded;
- bool has_blend_alpha = m->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop;
+ bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture || p_material->shader->spatial.unshaded;
+ bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || p_material->shader->spatial.ontop;
bool has_alpha = has_base_alpha || has_blend_alpha;
bool shadow = false;
bool mirror = p_instance->mirror;
- if (m->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
+ if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
mirror = !mirror;
}
- if (m->shader->spatial.uses_sss) {
+ if (p_material->shader->spatial.uses_sss) {
state.used_sss = true;
}
- if (m->shader->spatial.uses_screen_texture) {
+ if (p_material->shader->spatial.uses_screen_texture) {
state.used_screen_texture = true;
}
if (p_shadow) {
- if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
+ if (has_blend_alpha || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
return; //bye
- if (!m->shader->spatial.uses_alpha_scissor && !m->shader->spatial.writes_modelview_or_projection && !m->shader->spatial.uses_vertex && !m->shader->spatial.uses_discard && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
//shader does not use discard and does not write a vertex position, use generic material
if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
- m = storage->material_owner.getptr(default_material_twosided);
+ p_material = storage->material_owner.getptr(default_material_twosided);
else
- m = storage->material_owner.getptr(default_material);
+ p_material = storage->material_owner.getptr(default_material);
}
has_alpha = false;
@@ -2223,7 +2223,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
return;
e->geometry = p_geometry;
- e->material = m;
+ e->material = p_material;
e->instance = p_instance;
e->owner = p_owner;
e->sort_key = 0;
@@ -2250,7 +2250,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_DEPTH_LAYER_SHIFT;
- if (!has_blend_alpha && has_alpha && m->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ if (!has_blend_alpha && has_alpha && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
//if nothing exists, add this element as opaque too
RenderList::Element *oe = render_list.add_element();
@@ -2277,12 +2277,12 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
//e->light_type=0xFF; // no lights!
- if (shadow || m->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ if (shadow || p_material->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
e->sort_key |= SORT_KEY_UNSHADED_FLAG;
}
- if (!shadow && (m->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading)) {
+ if (!shadow && (p_material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading)) {
e->sort_key |= SORT_KEY_VERTEX_LIT_FLAG;
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 0cdaef44a9..e1d96f23dd 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -523,8 +523,8 @@ public:
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);
- virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality);
- virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality);
+ virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
+ virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
@@ -795,7 +795,7 @@ public:
void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy);
void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform);
- void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transformm, bool p_use_shadows);
+ void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas);
void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index a8e4bc0d4b..ea6ac569f0 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -5468,58 +5468,58 @@ RID RasterizerStorageGLES3::particles_get_draw_pass_mesh(RID p_particles, int p_
return particles->draw_passes[p_pass];
}
-void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_delta) {
+void RasterizerStorageGLES3::_particles_process(Particles *p_particles, float p_delta) {
- float new_phase = Math::fmod((float)particles->phase + (p_delta / particles->lifetime) * particles->speed_scale, (float)1.0);
+ float new_phase = Math::fmod((float)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, (float)1.0);
- if (particles->clear) {
- particles->cycle_number = 0;
- particles->random_seed = Math::rand();
- } else if (new_phase < particles->phase) {
- if (particles->one_shot) {
- particles->emitting = false;
+ if (p_particles->clear) {
+ p_particles->cycle_number = 0;
+ p_particles->random_seed = Math::rand();
+ } else if (new_phase < p_particles->phase) {
+ if (p_particles->one_shot) {
+ p_particles->emitting = false;
shaders.particles.set_uniform(ParticlesShaderGLES3::EMITTING, false);
}
- particles->cycle_number++;
+ p_particles->cycle_number++;
}
shaders.particles.set_uniform(ParticlesShaderGLES3::SYSTEM_PHASE, new_phase);
- shaders.particles.set_uniform(ParticlesShaderGLES3::PREV_SYSTEM_PHASE, particles->phase);
- particles->phase = new_phase;
+ shaders.particles.set_uniform(ParticlesShaderGLES3::PREV_SYSTEM_PHASE, p_particles->phase);
+ p_particles->phase = new_phase;
- shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA, p_delta * particles->speed_scale);
- shaders.particles.set_uniform(ParticlesShaderGLES3::CLEAR, particles->clear);
- glUniform1ui(shaders.particles.get_uniform_location(ParticlesShaderGLES3::RANDOM_SEED), particles->random_seed);
+ shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA, p_delta * p_particles->speed_scale);
+ shaders.particles.set_uniform(ParticlesShaderGLES3::CLEAR, p_particles->clear);
+ glUniform1ui(shaders.particles.get_uniform_location(ParticlesShaderGLES3::RANDOM_SEED), p_particles->random_seed);
- if (particles->use_local_coords)
+ if (p_particles->use_local_coords)
shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, Transform());
else
- shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, particles->emission_transform);
+ shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, p_particles->emission_transform);
- glUniform1ui(shaders.particles.get_uniform(ParticlesShaderGLES3::CYCLE), particles->cycle_number);
+ glUniform1ui(shaders.particles.get_uniform(ParticlesShaderGLES3::CYCLE), p_particles->cycle_number);
- particles->clear = false;
+ p_particles->clear = false;
- glBindVertexArray(particles->particle_vaos[0]);
+ glBindVertexArray(p_particles->particle_vaos[0]);
- glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->particle_buffers[1]);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, p_particles->particle_buffers[1]);
// GLint size = 0;
// glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
glBeginTransformFeedback(GL_POINTS);
- glDrawArrays(GL_POINTS, 0, particles->amount);
+ glDrawArrays(GL_POINTS, 0, p_particles->amount);
glEndTransformFeedback();
- SWAP(particles->particle_buffers[0], particles->particle_buffers[1]);
- SWAP(particles->particle_vaos[0], particles->particle_vaos[1]);
+ SWAP(p_particles->particle_buffers[0], p_particles->particle_buffers[1]);
+ SWAP(p_particles->particle_vaos[0], p_particles->particle_vaos[1]);
glBindVertexArray(0);
/* //debug particles :D
- glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, p_particles->particle_buffers[0]);
- float *data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, GL_MAP_READ_BIT);
- for (int i = 0; i < particles->amount; i++) {
+ float *data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, p_particles->amount * 16 * 6, GL_MAP_READ_BIT);
+ for (int i = 0; i < p_particles->amount; i++) {
int ofs = i * 24;
print_line(itos(i) + ":");
print_line("\tColor: " + Color(data[ofs + 0], data[ofs + 1], data[ofs + 2], data[ofs + 3]));
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 5a272f43fb..3c7ea000ba 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -314,7 +314,7 @@ public:
mutable RID_Owner<Texture> texture_owner;
- Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_type, bool &r_compressed, bool &srgb);
+ Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &srgb);
virtual RID texture_create();
virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
@@ -528,8 +528,8 @@ public:
mutable SelfList<Material>::List _material_dirty_list;
void _material_make_dirty(Material *p_material) const;
- void _material_add_geometry(RID p_material, Geometry *p_instantiable);
- void _material_remove_geometry(RID p_material, Geometry *p_instantiable);
+ void _material_add_geometry(RID p_material, Geometry *p_geometry);
+ void _material_remove_geometry(RID p_material, Geometry *p_geometry);
mutable RID_Owner<Material> material_owner;
@@ -1168,7 +1168,7 @@ public:
virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order);
- virtual void particles_set_draw_passes(RID p_particles, int p_count);
+ virtual void particles_set_draw_passes(RID p_particles, int p_passes);
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
virtual void particles_request_process(RID p_particles);
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index e7a26c0354..20956ad644 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -102,11 +102,11 @@ void ShaderGLES3::bind_uniforms() {
uniforms_dirty = false;
}
-GLint ShaderGLES3::get_uniform_location(int p_idx) const {
+GLint ShaderGLES3::get_uniform_location(int p_index) const {
ERR_FAIL_COND_V(!version, -1);
- return version->uniform_location[p_idx];
+ return version->uniform_location[p_index];
}
bool ShaderGLES3::bind() {
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index 5a34010a98..6a399a74cc 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -306,7 +306,7 @@ public:
};
GLint get_uniform_location(const String &p_name) const;
- GLint get_uniform_location(int p_uniform) const;
+ GLint get_uniform_location(int p_index) const;
static _FORCE_INLINE_ ShaderGLES3 *get_active() { return active; };
bool bind();
@@ -318,9 +318,9 @@ public:
void clear_caches();
uint32_t create_custom_shader();
- void set_custom_shader_code(uint32_t p_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_p_light, const String &p_fragment_globals, const String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &p_custom_defines);
- void set_custom_shader(uint32_t p_id);
- void free_custom_shader(uint32_t p_id);
+ void set_custom_shader_code(uint32_t p_code_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_light, const String &p_fragment_globals, const String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &p_custom_defines);
+ void set_custom_shader(uint32_t p_code_id);
+ void free_custom_shader(uint32_t p_code_id);
void set_uniform_default(int p_idx, const Variant &p_value) {
diff --git a/drivers/unix/dir_access_unix.h b/drivers/unix/dir_access_unix.h
index 5a35cdf2e9..e4b294a802 100644
--- a/drivers/unix/dir_access_unix.h
+++ b/drivers/unix/dir_access_unix.h
@@ -75,8 +75,8 @@ public:
virtual uint64_t get_modified_time(String p_file);
- virtual Error rename(String p_from, String p_to);
- virtual Error remove(String p_name);
+ virtual Error rename(String p_path, String p_new_path);
+ virtual Error remove(String p_path);
virtual size_t get_space_left();
diff --git a/drivers/unix/os_unix.h b/drivers/unix/os_unix.h
index 6cd0016bb0..115bdc2d65 100644
--- a/drivers/unix/os_unix.h
+++ b/drivers/unix/os_unix.h
@@ -69,7 +69,7 @@ public:
virtual void print_error(const char *p_function, const char *p_file, int p_line, const char *p_code, const char *p_rationale, ErrorType p_type = ERR_ERROR);
virtual void print(const char *p_format, ...);
- virtual void vprint(const char *p_format, va_list p_list, bool p_stderr = false);
+ virtual void vprint(const char *p_format, va_list p_list, bool p_stder = false);
virtual void alert(const String &p_alert, const String &p_title = "ALERT!");
virtual String get_stdin_string(bool p_block);
diff --git a/drivers/unix/packet_peer_udp_posix.cpp b/drivers/unix/packet_peer_udp_posix.cpp
index 3170b121b9..b21990a866 100644
--- a/drivers/unix/packet_peer_udp_posix.cpp
+++ b/drivers/unix/packet_peer_udp_posix.cpp
@@ -172,13 +172,13 @@ Error PacketPeerUDPPosix::wait() {
return _poll(true);
}
-Error PacketPeerUDPPosix::_poll(bool p_wait) {
+Error PacketPeerUDPPosix::_poll(bool p_block) {
if (sockfd == -1) {
return FAILED;
}
- _set_sock_blocking(p_wait);
+ _set_sock_blocking(p_block);
struct sockaddr_storage from = { 0 };
socklen_t len = sizeof(struct sockaddr_storage);
@@ -216,7 +216,7 @@ Error PacketPeerUDPPosix::_poll(bool p_wait) {
len = sizeof(struct sockaddr_storage);
++queue_count;
- if (p_wait)
+ if (p_block)
break;
};
diff --git a/drivers/windows/dir_access_windows.h b/drivers/windows/dir_access_windows.h
index f7553f50c2..a352415fd6 100644
--- a/drivers/windows/dir_access_windows.h
+++ b/drivers/windows/dir_access_windows.h
@@ -75,8 +75,8 @@ public:
virtual Error make_dir(String p_dir);
- virtual Error rename(String p_from, String p_to);
- virtual Error remove(String p_name);
+ virtual Error rename(String p_path, String p_new_path);
+ virtual Error remove(String p_path);
//virtual FileType get_file_type() const;
size_t get_space_left();
diff --git a/drivers/windows/file_access_windows.cpp b/drivers/windows/file_access_windows.cpp
index c66da2da29..bb133b9899 100644
--- a/drivers/windows/file_access_windows.cpp
+++ b/drivers/windows/file_access_windows.cpp
@@ -53,9 +53,9 @@ void FileAccessWindows::check_errors() const {
}
}
-Error FileAccessWindows::_open(const String &p_filename, int p_mode_flags) {
+Error FileAccessWindows::_open(const String &p_path, int p_mode_flags) {
- String filename = fix_path(p_filename);
+ String filename = fix_path(p_path);
if (f)
close();