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-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
4 files changed, 40 insertions, 40 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) {