diff options
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 34 |
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) { |