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-rw-r--r--drivers/convex_decomp/b2Glue.h12
-rw-r--r--drivers/convex_decomp/b2Polygon.cpp18
-rw-r--r--drivers/convex_decomp/b2Polygon.h8
-rw-r--r--drivers/convex_decomp/b2d_decompose.cpp2
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp176
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp19
-rw-r--r--drivers/gles2/shader_gles2.cpp2
-rw-r--r--drivers/gles2/shaders/canvas.glsl2
-rw-r--r--drivers/gles2/shaders/material.glsl10
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp11
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp6
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp27
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp2
-rw-r--r--drivers/gles3/shader_gles3.cpp4
-rw-r--r--drivers/gles3/shaders/canvas.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl12
-rw-r--r--drivers/gles3/shaders/ssao_blur.glsl8
-rw-r--r--drivers/png/image_loader_png.cpp2
-rw-r--r--drivers/rtaudio/audio_driver_rtaudio.cpp10
-rw-r--r--drivers/unix/dir_access_unix.cpp2
20 files changed, 174 insertions, 161 deletions
diff --git a/drivers/convex_decomp/b2Glue.h b/drivers/convex_decomp/b2Glue.h
index 7ec6d7f181..425486356e 100644
--- a/drivers/convex_decomp/b2Glue.h
+++ b/drivers/convex_decomp/b2Glue.h
@@ -134,11 +134,13 @@ struct b2Vec2
return length;
}
- ///// Does this vector contain finite coordinates?
- //bool IsValid() const
- //{
- // return b2IsValid(x) && b2IsValid(y);
- //}
+ /*
+ /// Does this vector contain finite coordinates?
+ bool IsValid() const
+ {
+ return b2IsValid(x) && b2IsValid(y);
+ }
+ */
float32 x, y;
};
diff --git a/drivers/convex_decomp/b2Polygon.cpp b/drivers/convex_decomp/b2Polygon.cpp
index 73955d3573..f45d98250a 100644
--- a/drivers/convex_decomp/b2Polygon.cpp
+++ b/drivers/convex_decomp/b2Polygon.cpp
@@ -189,7 +189,7 @@ void b2Polygon::MergeParallelEdges(float32 tolerance) {
x = newx;
y = newy;
nVertices = newNVertices;
-// printf("%d \n", newNVertices);
+ //printf("%d \n", newNVertices);
}
/*
@@ -436,7 +436,6 @@ bool b2Polygon::IsSimple() {
* For internal use.
*/
b2Polygon* b2Polygon::Add(b2Triangle& t) {
-// float32 equalTol = .001f;
// First, find vertices that connect
int32 firstP = -1;
int32 firstT = -1;
@@ -963,7 +962,7 @@ int32 DecomposeConvex(b2Polygon* p, b2Polygon* results, int32 maxPolys) {
tempP.Set(*p);
ReversePolygon(tempP.x, tempP.y, tempP.nVertices);
nTri = TriangulatePolygon(tempP.x, tempP.y, tempP.nVertices, triangulated);
-// ReversePolygon(p->x, p->y, p->nVertices); //reset orientation
+ //ReversePolygon(p->x, p->y, p->nVertices); //reset orientation
} else {
//printf("It is not ccw \n");
nTri = TriangulatePolygon(p->x, p->y, p->nVertices, triangulated);
@@ -997,7 +996,7 @@ void DecomposeConvexAndAddTo(b2Polygon* p, b2Body* bd, b2FixtureDef* prototype)
if (p->nVertices < 3) return;
b2Polygon* decomposed = new b2Polygon[p->nVertices - 2]; //maximum number of polys
int32 nPolys = DecomposeConvex(p, decomposed, p->nVertices - 2);
-// printf("npolys: %d",nPolys);
+ //printf("npolys: %d",nPolys);
b2FixtureDef* pdarray = new b2FixtureDef[2*p->nVertices];//extra space in case of splits
int32 extra = 0;
for (int32 i = 0; i < nPolys; ++i) {
@@ -1362,14 +1361,15 @@ b2Polygon TraceEdge(b2Polygon* p){
//printf("knode %d on node %d now has %d connections\n",k,j,knode->nConnected);
//printf("Found duplicate point.\n");
}
- //printf("Orphaning node at address %d\n",(int)jnode);
- //for (int32 k=0; k<njConn; ++k) {
- // if (jnode->connected[k]->IsConnectedTo(*jnode)) printf("Problem!!!\n");
- //}
/*
+ printf("Orphaning node at address %d\n",(int)jnode);
+ for (int32 k=0; k<njConn; ++k) {
+ if (jnode->connected[k]->IsConnectedTo(*jnode)) printf("Problem!!!\n");
+ }
for (int32 k=0; k < njConn; ++k){
jnode->RemoveConnectionByIndex(k);
- }*/
+ }
+ */
jnode->nConnected = 0;
}
}
diff --git a/drivers/convex_decomp/b2Polygon.h b/drivers/convex_decomp/b2Polygon.h
index 36af2fd9d0..c466e28f7e 100644
--- a/drivers/convex_decomp/b2Polygon.h
+++ b/drivers/convex_decomp/b2Polygon.h
@@ -74,9 +74,11 @@ public:
void print(){
printFormatted();
-// for (int32 i=0; i<nVertices; ++i){
-// printf("i: %d, x:%f, y:%f\n",i,x[i],y[i]);
-// }
+ /*
+ for (int32 i=0; i<nVertices; ++i){
+ printf("i: %d, x:%f, y:%f\n",i,x[i],y[i]);
+ }
+ */
}
void printFormatted(){
diff --git a/drivers/convex_decomp/b2d_decompose.cpp b/drivers/convex_decomp/b2d_decompose.cpp
index 82eade5b69..f84faaf586 100644
--- a/drivers/convex_decomp/b2d_decompose.cpp
+++ b/drivers/convex_decomp/b2d_decompose.cpp
@@ -144,7 +144,7 @@ static Vector< Vector<Vector2> > _b2d_decompose(const Vector<Vector2>& p_polygon
Skip:
;
}
-// delete[] pdarray;
+ //delete[] pdarray;
delete[] decomposed;
delete p;
return res;// pdarray; //needs to be deleted after body is created
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 2673c79232..fd3e5e508e 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -915,7 +915,7 @@ void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,I
if (scale_textures) {
texture->alloc_width = po2_width;
texture->alloc_height = po2_height;
- // print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) );
+ //print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) );
} else {
texture->alloc_width = texture->width;
@@ -1910,7 +1910,7 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
use_VBO=false;
}
-// surface->packed=pack_arrays && use_VBO;
+ //surface->packed=pack_arrays && use_VBO;
int total_elem_size=0;
@@ -3917,7 +3917,7 @@ void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance,
ERR_FAIL_COND(!lighti);
ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL);
-// ERR_FAIL_INDEX(p_index,1);
+ //ERR_FAIL_INDEX(p_index,1);
lighti->custom_projection[p_index]=p_camera;
lighti->custom_transform[p_index]=p_transform;
@@ -4043,8 +4043,10 @@ RID RasterizerGLES2::viewport_data_create() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
- // GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ /*
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ */
glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0,
format_luminance_components, format_luminance_type, NULL);
@@ -4295,11 +4297,11 @@ void RasterizerGLES2::begin_frame() {
draw_next_frame=false;
-// material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0));
+ //material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0));
/* nehe ?*/
-// glClearColor(0,0,1,1);
-// glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
+ //glClearColor(0,0,1,1);
+ //glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
}
void RasterizerGLES2::capture_viewport(Image* r_capture) {
@@ -4329,7 +4331,7 @@ void RasterizerGLES2::capture_viewport(Image* r_capture) {
PoolVector<uint8_t>::Write w = pixels.write();
glPixelStorei(GL_PACK_ALIGNMENT, 4);
-// uint64_t time = OS::get_singleton()->get_ticks_usec();
+ //uint64_t time = OS::get_singleton()->get_ticks_usec();
if (current_rt) {
#ifdef GLEW_ENABLED
@@ -4456,7 +4458,7 @@ void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass
opaque_render_list.clear();
alpha_render_list.clear();
-// pre_zpass_render_list.clear();
+ //pre_zpass_render_list.clear();
light_instance_count=0;
glCullFace(GL_FRONT);
@@ -4614,7 +4616,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
//print_line("compiled fragment: "+fragment_code);
- // ("compiled fragment globals: "+fragment_globals);
+ //("compiled fragment globals: "+fragment_globals);
//print_line("UCF: "+itos(p_shader->uniforms.size()));
@@ -5128,9 +5130,11 @@ _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_
ud.value=E->value().default_value;
old_inuse=false; //if reverted to default, obviously did not work
- //print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
- //if (old_mparams.has(E->key()))
- // print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
+ /*
+ print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
+ if (old_mparams.has(E->key()))
+ print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
+ */
}
@@ -5216,12 +5220,14 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
if (p_material->shader_cache && p_material->shader_cache->valid) {
- // // reduce amount of conditional compilations
- // for(int i=0;i<_tex_version_count;i++)
- // material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false);
+ /*
+ // reduce amount of conditional compilations
+ for(int i=0;i<_tex_version_count;i++)
+ material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false);
+ */
- // material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
+ //material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
if (p_material->shader_version!=p_material->shader_cache->version) {
//shader changed somehow, must update uniforms
@@ -5241,7 +5247,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
if (E->get().index<0)
continue;
-// print_line(String(E->key())+": "+E->get().value);
+ //print_line(String(E->key())+": "+E->get().value);
if (E->get().istexture) {
//clearly a texture..
RID rid = E->get().value;
@@ -5418,13 +5424,7 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
if (li->near_shadow_buffer) {
glActiveTexture(GL_TEXTURE0+max_texture_units-1);
- //if (read_depth_supported) {
-
- glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth);
- //} else {
-
-
- //}
+ glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth);
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]);
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
@@ -5944,8 +5944,10 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia
const Surface::ArrayData& ad=surf->array[i];
-// if (!gl_texcoord_shader[i])
-// continue;
+ /*
+ if (!gl_texcoord_shader[i])
+ continue;
+ */
if (ad.size==0 || ! ad.bind) {
glDisableVertexAttribArray(i);
@@ -5957,7 +5959,7 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia
}
glEnableVertexAttribArray(i);
-// print_line("set: "+itos(i)+" - count: "+itos(ad.count)+" datatype: "+itos(ad.datatype)+" ofs: "+itos(ad.ofs)+" stride: "+itos(stride)+" total len: "+itos(surf->array_len));
+ //print_line("set: "+itos(i)+" - count: "+itos(ad.count)+" datatype: "+itos(ad.datatype)+" ofs: "+itos(ad.ofs)+" stride: "+itos(stride)+" total len: "+itos(surf->array_len));
glVertexAttribPointer(i, ad.count, ad.datatype, ad.normalize, stride, &base[ad.ofs]);
}
@@ -6015,7 +6017,7 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, s->index_array_local);
} else {
- // print_line("indices: "+itos(s->index_array_local) );
+ //print_line("indices: "+itos(s->index_array_local) );
//print_line("VBO F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
@@ -6405,7 +6407,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
-// material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false);
+ //material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false);
}
@@ -6956,7 +6958,7 @@ void RasterizerGLES2::_process_glow_bloom() {
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
-// copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
+ //copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
@@ -7040,7 +7042,7 @@ void RasterizerGLES2::_process_hdr() {
_copy_screen_quad();
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
-// int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
+ //int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
copy_shader.bind();
@@ -7345,7 +7347,7 @@ void RasterizerGLES2::end_scene() {
print_line(String("setting camera to ")+camera_transform_inverse);
*/
-// material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse);
+ //material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse);
current_depth_test=true;
@@ -7391,7 +7393,7 @@ void RasterizerGLES2::end_scene() {
_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
glColorMask(1,1,1,1);
-// material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);
+ //material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);
DEBUG_TEST_ERROR("Drawing Scene");
@@ -7534,8 +7536,8 @@ void RasterizerGLES2::end_scene() {
if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
_debug_shadows();
}
-// _debug_luminances();
-// _debug_samplers();
+ //_debug_luminances();
+ //_debug_samplers();
if (using_canvas_bg) {
using_canvas_bg=false;
@@ -7884,7 +7886,7 @@ void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,P
Size2 debug_size(128,128);
-// Size2 debug_size(512,512);
+ //Size2 debug_size(512,512);
int useblur=shadow_filter==SHADOW_FILTER_ESM?1:0;
@@ -7989,7 +7991,7 @@ void RasterizerGLES2::_debug_shadows() {
_debug_draw_shadows_type(near_shadow_buffers,ofs);
-// _debug_draw_shadows_type(far_shadow_buffers,ofs);
+ //_debug_draw_shadows_type(far_shadow_buffers,ofs);
}
@@ -8841,11 +8843,11 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
} else {
// We'll use a RGBA texture into which we pack the depth info
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
// Attach the RGBA texture to FBO color attachment point
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, cls->depth, 0);
+ GL_TEXTURE_2D, cls->depth, 0);
cls->rgba=cls->depth;
// Allocate 16-bit depth buffer
@@ -8853,7 +8855,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
// Attach the render buffer as depth buffer - will be ignored
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER, cls->rbo);
+ GL_RENDERBUFFER, cls->rbo);
}
@@ -8922,7 +8924,7 @@ void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Matr
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
- /// p_near=1;
+ / //p_near=1;
CameraMatrix projection;
{
real_t fov = 90;
@@ -9121,10 +9123,10 @@ void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_s
//print_line(" debug lights ");
while(light) {
- // print_line("debug light");
+ //print_line("debug light");
if (light->shadow_buffer.is_valid()) {
- // print_line("sb is valid");
+ //print_line("sb is valid");
CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer);
if (sb) {
glActiveTexture(GL_TEXTURE0);
@@ -9172,7 +9174,7 @@ void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem
case CanvasItem::Command::TYPE_RECT: {
CanvasItem::CommandRect* rect = static_cast<CanvasItem::CommandRect*>(c);
-// canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate);
+ //canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate);
#if 0
int flags=0;
@@ -9344,9 +9346,6 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *mater
} 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;
}
@@ -9925,8 +9924,8 @@ RID RasterizerGLES2::sampled_light_dp_create(int p_width,int p_height) {
glGenTextures(1,&slight->texture);
glBindTexture(GL_TEXTURE_2D, slight->texture);
// for debug, but glitchy
-// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -10046,7 +10045,7 @@ void RasterizerGLES2::free(const RID& p_rid) {
// delete the texture
Texture *texture = texture_owner.get(p_rid);
-// glDeleteTextures( 1,&texture->tex_id );
+ //glDeleteTextures( 1,&texture->tex_id );
_rinfo.texture_mem-=texture->total_data_size;
texture_owner.free(p_rid);
memdelete(texture);
@@ -10232,9 +10231,11 @@ void RasterizerGLES2::free(const RID& p_rid) {
glDeleteFramebuffers(1,&cls->fbo);
glDeleteRenderbuffers(1,&cls->rbo);
glDeleteTextures(1,&cls->depth);
- //if (!read_depth_supported) {
- // glDeleteTextures(1,&cls->rgba);
- //}
+ /*
+ if (!read_depth_supported) {
+ glDeleteTextures(1,&cls->rgba);
+ }
+ */
canvas_light_shadow_owner.free(p_rid);
memdelete(cls);
@@ -10286,18 +10287,18 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
} else {
// We'll use a RGBA texture into which we pack the depth info
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
// Attach the RGBA texture to FBO color attachment point
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, depth, 0);
+ GL_TEXTURE_2D, depth, 0);
// Allocate 16-bit depth buffer
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size,size);
// Attach the render buffer as depth buffer - will be ignored
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER, rbo);
+ GL_RENDERBUFFER, rbo);
}
@@ -10332,8 +10333,8 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
} else {
-// glGenRenderbuffers(1, &rbo);
-// glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ //glGenRenderbuffers(1, &rbo);
+ //glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
@@ -10383,20 +10384,21 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-// glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0,
-// GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);
+ //glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0,
+ //GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);
- // Attach the RGBA texture to FBO color attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, blur, 0);
+ // Attach the RGBA texture to FBO color attachment point
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, blur, 0);
- // Allocate 16-bit depth buffer
- /* glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
+ // Allocate 16-bit depth buffer
+ /*
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
- // Attach the render buffer as depth buffer - will be ignored
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER, rbo_blur);
-*/
+ // Attach the render buffer as depth buffer - will be ignored
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, rbo_blur);
+ */
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
OS::get_singleton()->print("Status: %x\n",status);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -10502,7 +10504,7 @@ void RasterizerGLES2::_update_framebuffer() {
#endif
//color
-// GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA;
+ //GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA;
GLuint format_rgba = GL_RGBA;
GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE;
GLuint format_internal=GL_RGBA;
@@ -10528,8 +10530,8 @@ void RasterizerGLES2::_update_framebuffer() {
glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0);
@@ -10562,8 +10564,8 @@ void RasterizerGLES2::_update_framebuffer() {
glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.sample_color, 0);
@@ -10730,9 +10732,9 @@ void RasterizerGLES2::_update_blur_buffer() {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
+ GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -10915,9 +10917,9 @@ void RasterizerGLES2::init() {
framebuffer.fbo=0;
framebuffer.width=0;
framebuffer.height=0;
-// framebuffer.buff16=false;
-// framebuffer.blur[0].fbo=false;
-// framebuffer.blur[1].fbo=false;
+ //framebuffer.buff16=false;
+ //framebuffer.blur[0].fbo=false;
+ //framebuffer.blur[1].fbo=false;
framebuffer.active=false;
@@ -10945,8 +10947,8 @@ void RasterizerGLES2::init() {
use_depth24 =true;
s3tc_supported = true;
atitc_supported = false;
-// use_texture_instancing=false;
-// use_attribute_instancing=true;
+ //use_texture_instancing=false;
+ //use_attribute_instancing=true;
use_texture_instancing=false;
use_attribute_instancing=true;
full_float_fb_supported=true;
@@ -11017,8 +11019,10 @@ void RasterizerGLES2::init() {
use_hw_skeleton_xform=vtf>0 && float_supported;
float_linear_supported = extensions.has("GL_OES_texture_float_linear");
- //if (extensions.has("GL_QCOM_tiled_rendering"))
- // use_hw_skeleton_xform=false;
+ /*
+ if (extensions.has("GL_QCOM_tiled_rendering"))
+ use_hw_skeleton_xform=false;
+ */
GLint mva;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,&mva);
if (vtf==0 && mva>8) {
@@ -11195,7 +11199,7 @@ void RasterizerGLES2::set_extensions(const char *p_strings) {
for(int i=0;i<strings.size();i++) {
extensions.insert(strings[i]);
-// print_line(strings[i]);
+ //print_line(strings[i]);
}
}
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index adb9fe0e83..247a35141e 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -435,7 +435,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
//create the call to sample the screen, and clamp it
uses_texpos=true;
code="get_texpos("+dump_node_code(onode->arguments[1],p_level)+"";
-// code="get_texpos(gl_ProjectionMatrixInverse * texture2D( depth_texture, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy,vec2(0.0),vec2(1.0))*gl_LightSource[5].specular.zw+gl_LightSource[5].specular.xy)";
+ //code="get_texpos(gl_ProjectionMatrixInverse * texture2D( depth_texture, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy,vec2(0.0),vec2(1.0))*gl_LightSource[5].specular.zw+gl_LightSource[5].specular.xy)";
//code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb";
break;
} else if (custom_h && callfunc=="cosh_custom") {
@@ -571,12 +571,13 @@ Error ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
global_code+=uline;
if (uniforms) {
- //if (uniforms->has(E->key())) {
- // //repeated uniform, error
- // ERR_EXPLAIN("Uniform already exists from other shader: "+String(E->key()));
- // ERR_FAIL_COND_V(uniforms->has(E->key()),ERR_ALREADY_EXISTS);
-//
-// }
+ /*
+ if (uniforms->has(E->key())) {
+ //repeated uniform, error
+ ERR_EXPLAIN("Uniform already exists from other shader: "+String(E->key()));
+ ERR_FAIL_COND_V(uniforms->has(E->key()),ERR_ALREADY_EXISTS);
+ }
+ */
SL::Uniform u = E->get();
u.order+=ubase;
uniforms->insert(E->key(),u);
@@ -812,8 +813,8 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR1"]="var1_interp";
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR2"]="var2_interp";
-// mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_POS"]="SCREEN_POS";
-// mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_SIZE"]="SCREEN_SIZE";
+ //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_POS"]="SCREEN_POS";
+ //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_SIZE"]="SCREEN_SIZE";
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INSTANCE_ID"]="instance_id";
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TIME"]="time";
diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp
index 2ee89e9895..97c31dfc1c 100644
--- a/drivers/gles2/shader_gles2.cpp
+++ b/drivers/gles2/shader_gles2.cpp
@@ -561,7 +561,7 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() {
v.uniform_location[j]=glGetUniformLocation(v.id,uniform_names[j]);
- // print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j]));
+ //print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j]));
}
// set texture uniforms
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index eeab42ee64..4bcebbd69d 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -392,7 +392,7 @@ LIGHT_SHADER_CODE
//use lighting
#endif
-// color.rgb*=color.a;
+ //color.rgb*=color.a;
gl_FragColor = color;
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
index e5be25757d..704a22c5d1 100644
--- a/drivers/gles2/shaders/material.glsl
+++ b/drivers/gles2/shaders/material.glsl
@@ -820,7 +820,7 @@ void main() {
vec3 binormal = normalize(binormal_interp)*side;
vec3 tangent = normalize(tangent_interp)*side;
#endif
-// vec3 normal = abs(normalize(normal_interp))*side;
+ //vec3 normal = abs(normalize(normal_interp))*side;
vec3 normal = normalize(normal_interp)*side;
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
@@ -989,7 +989,7 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_USE_PSSM
-// if (vertex_interp.z > light_pssm_split) {
+ //if (vertex_interp.z > light_pssm_split) {
#if 0
highp vec3 splane = vec3(0.0,0.0,0.0);
@@ -1261,12 +1261,12 @@ LIGHT_SHADER_CODE
vec3 ambient = const_light_mult*ambient_light*diffuse.rgb;
# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
-// ambient*=diffuse_interp.a; //attenuation affects ambient too
+ //ambient*=diffuse_interp.a; //attenuation affects ambient too
# endif
-// diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
-// diffuse.rgb+=emission * const_light_mult;
+ //diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
+ //diffuse.rgb+=emission * const_light_mult;
diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
diffuse.rgb+=emission * const_light_mult;
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 3c3768be67..e658fbbe88 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -147,7 +147,7 @@ void RasterizerCanvasGLES3::canvas_begin(){
-// state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
+ //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
//state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
//state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
@@ -743,9 +743,6 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *mater
} 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;
}
@@ -1193,10 +1190,10 @@ void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light* p_lights_with_s
while(light) {
- // print_line("debug light");
+ //print_line("debug light");
if (light->shadow_buffer.is_valid()) {
- // print_line("sb is valid");
+ //print_line("sb is valid");
RasterizerStorageGLES3::CanvasLightShadow * sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
if (sb) {
glBindTexture(GL_TEXTURE_2D,sb->distance);
@@ -1253,7 +1250,7 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
- /// p_near=1;
+ //p_near=1;
CameraMatrix projection;
{
real_t fov = 90;
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index efad6c7e55..b7616db8b1 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -300,9 +300,9 @@ void RasterizerGLES3::end_frame(){
glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, vtx );
-// glBindBuffer(GL_ARRAY_BUFFER,canvas->data.canvas_quad_vertices);
-// glEnableVertexAttribArray(VS::ARRAY_VERTEX);
-// glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, 0 );
+ //glBindBuffer(GL_ARRAY_BUFFER,canvas->data.canvas_quad_vertices);
+ //glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ //glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, 0 );
glBindVertexArray(canvas->data.canvas_quad_array);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 5e0f439e3e..a026199bc7 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1102,10 +1102,10 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- */
- //if (p_material->line_width)
- // glLineWidth(p_material->line_width);
+ if (p_material->line_width)
+ glLineWidth(p_material->line_width);
+ */
#if 0
//blend mode
@@ -2067,8 +2067,10 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g
}
}
- //if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE)
- // e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
+ /*
+ if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE)
+ e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
+ */
if (mirror) {
@@ -3949,9 +3951,10 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
if (env && env->bg_mode==VS::ENV_BG_SKYBOX) {
- //if (use_mrt) {
- // glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters
- //
+ /*
+ if (use_mrt) {
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters
+ */
_draw_skybox(skybox,p_cam_projection,p_cam_transform,storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale);
}
@@ -3963,7 +3966,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
//glColorMask(1,1,1,1);
-// state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
+ //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
if (use_mrt) {
@@ -4016,7 +4019,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,exposure_shrink[4].color);
-// glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
+ //glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/16,storage->frame.current_rt->height/16),Rect2(0,0,1,1));
}
@@ -4189,8 +4192,8 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
_debug_shadows();
}
-// _debug_luminances();
-// _debug_samplers();
+ //_debug_luminances();
+ //_debug_samplers();
if (using_canvas_bg) {
using_canvas_bg=false;
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 26b9aeada4..97872226a4 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -676,7 +676,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["AO"]="ao";
actions[VS::SHADER_SPATIAL].renames["EMISSION"]="emission";
actions[VS::SHADER_SPATIAL].renames["DISCARD"]="_discard";
-// actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
+ //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"]="gl_PointCoord";
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 13b2160ec6..42a9f19671 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -573,7 +573,7 @@ ShaderGLES3::Version* ShaderGLES3::get_current_version() {
v.uniform_location[j]=glGetUniformLocation(v.id,uniform_names[j]);
- // print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j]));
+ //print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j]));
}
// set texture uniforms
@@ -720,7 +720,7 @@ void ShaderGLES3::setup(const char** p_conditional_defines, int p_conditional_co
} else {
fragment_code3=code3.substr(0,cpos).ascii();
- // print_line("CODE3:\n"+String(fragment_code3.get_data()));
+ //print_line("CODE3:\n"+String(fragment_code3.get_data()));
fragment_code4 = code3.substr(cpos+light_code_tag.length(),code3.length()).ascii();
//print_line("CODE4:\n"+String(fragment_code4.get_data()));
}
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index cf2e0f776f..e6c72da8f1 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -449,7 +449,7 @@ LIGHT_SHADER_CODE
//use lighting
#endif
-// color.rgb*=color.a;
+ //color.rgb*=color.a;
frag_color = color;
}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index c5af010c96..66123193e6 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -681,11 +681,13 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
splane.z=1.0 - splane.z;
- //if (clamp_rect.z<clamp_rect.w) {
- // clamp_rect.x+=clamp_rect.z;
- //} else {
- // clamp_rect.y+=clamp_rect.w;
- //}
+ /*
+ if (clamp_rect.z<clamp_rect.w) {
+ clamp_rect.x+=clamp_rect.z;
+ } else {
+ clamp_rect.y+=clamp_rect.w;
+ }
+ */
}
diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl
index 31f3841a2a..ff852487c0 100644
--- a/drivers/gles3/shaders/ssao_blur.glsl
+++ b/drivers/gles3/shaders/ssao_blur.glsl
@@ -69,9 +69,11 @@ void main() {
depth*=depth_divide;
- //if (depth > camera_z_far*0.999) {
- // discard;//skybox
- //}
+ /*
+ if (depth > camera_z_far*0.999) {
+ discard;//skybox
+ }
+ */
float sum = texelFetch(source_ssao, ssC, 0).r;
diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp
index de095c20ac..51429f3416 100644
--- a/drivers/png/image_loader_png.cpp
+++ b/drivers/png/image_loader_png.cpp
@@ -134,7 +134,7 @@ Error ImageLoaderPNG::_load_image(void *rf_up,png_rw_ptr p_func,Image *p_image)
}
if (png_get_valid(png,info,PNG_INFO_tRNS)) {
-// png_set_expand_gray_1_2_4_to_8(png);
+ //png_set_expand_gray_1_2_4_to_8(png);
png_set_tRNS_to_alpha(png);
update_info=true;
}
diff --git a/drivers/rtaudio/audio_driver_rtaudio.cpp b/drivers/rtaudio/audio_driver_rtaudio.cpp
index a798990449..850e5ab053 100644
--- a/drivers/rtaudio/audio_driver_rtaudio.cpp
+++ b/drivers/rtaudio/audio_driver_rtaudio.cpp
@@ -104,11 +104,11 @@ Error AudioDriverRtAudio::init() {
unsigned int target_number_of_buffers = 4;
options.numberOfBuffers = target_number_of_buffers;
-// options.
-// RtAudioStreamFlags flags; /*!< A bit-mask of stream flags (RTAUDIO_NONINTERLEAVED, RTAUDIO_MINIMIZE_LATENCY, RTAUDIO_HOG_DEVICE). *///
-// unsigned int numberOfBuffers; /*!< Number of stream buffers. */
-// std::string streamName; /*!< A stream name (currently used only in Jack). */
-// int priority; /*!< Scheduling priority of callback thread (only used with flag RTAUDIO_SCHEDULE_REALTIME). */
+ //options.
+ //RtAudioStreamFlags flags; /*!< A bit-mask of stream flags (RTAUDIO_NONINTERLEAVED, RTAUDIO_MINIMIZE_LATENCY, RTAUDIO_HOG_DEVICE). *///
+ //unsigned int numberOfBuffers; /*!< Number of stream buffers. */
+ //std::string streamName; /*!< A stream name (currently used only in Jack). */
+ //int priority; /*!< Scheduling priority of callback thread (only used with flag RTAUDIO_SCHEDULE_REALTIME). */
parameters.firstChannel = 0;
mix_rate = GLOBAL_DEF("audio/mix_rate",44100);
diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp
index 890b6b17bc..a09cf80e6c 100644
--- a/drivers/unix/dir_access_unix.cpp
+++ b/drivers/unix/dir_access_unix.cpp
@@ -49,7 +49,7 @@ Error DirAccessUnix::list_dir_begin() {
list_dir_end(); //close any previous dir opening!
-// char real_current_dir_name[2048]; //is this enough?!
+ //char real_current_dir_name[2048]; //is this enough?!
//getcwd(real_current_dir_name,2048);
//chdir(curent_path.utf8().get_data());
dir_stream = opendir(current_dir.utf8().get_data());