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path: root/drivers/gles2/rasterizer_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp34
1 files changed, 4 insertions, 30 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 8bd2fe3862..4cd97a7f6a 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -2205,8 +2205,6 @@ Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,ui
AABB aabb;
float scale=1;
- float max=0;
-
if (p_surface->array[VS::ARRAY_VERTEX].datatype==_GL_HALF_FLOAT_OES) {
@@ -5913,8 +5911,7 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia
base = skinned_buffer;
//copy stuff and get it ready for the skeleton
- int src_stride = surf->stride;
- int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size );
+ int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size );
const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
const Skeleton::Bone *skeleton = &p_skeleton->bones[0];
@@ -6316,9 +6313,9 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater
void RasterizerGLES2::_setup_shader_params(const Material *p_material) {
+#if 0
int idx=0;
int tex_idx=0;
-#if 0
for(Map<StringName,Variant>::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) {
Variant v; //
@@ -6384,7 +6381,6 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
uint16_t prev_light=0x777E;
const Geometry *prev_geometry_cmp=NULL;
uint8_t prev_light_type=0xEF;
- const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL
const Skeleton *prev_skeleton =NULL;
uint8_t prev_sort_flags=0xFF;
const BakedLightData *prev_baked_light=NULL;
@@ -6392,8 +6388,6 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
const float *prev_morph_values=NULL;
int prev_receive_shadows_state=-1;
- Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
-
material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING,!shadow && !p_fragment_light);
material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING,!shadow && p_fragment_light);
material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,false);
@@ -6450,12 +6444,10 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
prev_light=0x777E;
prev_geometry_cmp=NULL;
prev_light_type=0xEF;
- prev_overrides=NULL; // make it diferent than NULL
prev_skeleton =NULL;
prev_sort_flags=0xFF;
prev_morph_values=NULL;
prev_receive_shadows_state=-1;
- prev_geometry_type=Geometry::GEOMETRY_INVALID;
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
@@ -6838,7 +6830,6 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
prev_sort_flags=sort_flags;
prev_baked_light=baked_light;
prev_morph_values=morph_values;
-// prev_geometry_type=geometry->type;
prev_receive_shadows_state=receive_shadows_state;
}
@@ -8877,8 +8868,6 @@ void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Matr
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
canvas_shadow_shader.bind();
- const int vp_height = 10;
-
glViewport(0, 0, cls->size,cls->height);
_glClearDepth(1.0f);
glClearColor(1,1,1,1);
@@ -8920,12 +8909,6 @@ void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Matr
Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0));
projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse());
- //print_line("near: "+rtos(p_near));
- //print_line("far: "+rtos(p_far));
- //projection.set_perspective(60,size/float(vp_height),p_near,p_far);
-
- // CameraMatrix light_mat = projection * CameraMatrix(camera);
-
canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX,projection);
canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX,light);
@@ -9501,19 +9484,15 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
Rect2 rect;
- int x,y,w,h;
+ int x,y;
if (ci->copy_back_buffer->full) {
x = viewport.x;
y = window_size.height-(viewport.height+viewport.y);
- w = viewport.width;
- h = viewport.height;
} else {
x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
- w = ci->copy_back_buffer->screen_rect.size.x;
- h = ci->copy_back_buffer->screen_rect.size.y;
}
glActiveTexture(GL_TEXTURE0+max_texture_units-1);
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
@@ -9531,9 +9510,6 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
} else {
glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
}
-// if (current_clip) {
-// // print_line(" a clip ");
-// }
canvas_texscreen_used=true;
glActiveTexture(GL_TEXTURE0);
@@ -10496,7 +10472,6 @@ void RasterizerGLES2::_update_framebuffer() {
// GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA;
GLuint format_rgba = GL_RGBA;
- GLuint format_rgb = use_fp16_fb?_GL_RGB16F_EXT:GL_RGB;
GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE;
GLuint format_internal=GL_RGBA;
@@ -10998,10 +10973,9 @@ void RasterizerGLES2::init() {
{
//shadowmaps
- OS::VideoMode vm=OS::get_singleton()->get_video_mode();
//don't use a shadowbuffer too big in GLES, this should be the maximum
- int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);//nearest_power_of_2(MIN(vm.width,vm.height))/2;
+ int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);
int smsize=max_shadow_size;
while(smsize>=16) {