Remove unused #if 0'ed code
This commit is contained in:
@ -557,15 +557,16 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
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glGenTextures(1, &rpi->cubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
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#if 1
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//Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
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// Mobile hardware (PowerVR specially) prefers this approach,
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// the previous approach with manual lod levels kills the game.
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
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}
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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//Generate framebuffers for rendering
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// Generate framebuffers for rendering
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for (int i = 0; i < 6; i++) {
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glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
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glBindTexture(GL_TEXTURE_2D, rpi->color[i]);
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@ -576,34 +577,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
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ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
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}
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#else
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int lod = 0;
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//the approach below is fatal for powervr
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// Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later.
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while (size >= 1) {
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for (int i = 0; i < 6; i++) {
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glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
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if (size == rpi->current_resolution) {
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//adjust framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
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#ifdef DEBUG_ENABLED
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
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#endif
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}
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}
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lod++;
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size >>= 1;
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}
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#endif
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -1206,32 +1206,21 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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GLenum type = GL_UNSIGNED_BYTE;
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// Set the initial (empty) mipmaps
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#if 1
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//Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
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// Mobile hardware (PowerVR specially) prefers this approach,
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// the previous approach with manual lod levels kills the game.
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
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}
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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//no filters for now
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// No filters for now
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#else
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while (size >= 1) {
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for (int i = 0; i < 6; i++) {
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glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
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}
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lod++;
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size >>= 1;
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}
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#endif
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//framebuffer
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// Framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, resources.mipmap_blur_fbo);
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@ -339,8 +339,6 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
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RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND(!rt);
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#if 1
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Size2 win_size = OS::get_singleton()->get_window_size();
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if (rt->external.fbo != 0) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo);
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@ -350,21 +348,6 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height - p_screen_rect.position.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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#else
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canvas->canvas_begin();
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rt->color);
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//glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[0].color);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
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canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
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glBindTexture(GL_TEXTURE_2D, 0);
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canvas->canvas_end();
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#endif
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}
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void RasterizerGLES3::output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
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@ -1146,47 +1146,6 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
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state.current_depth_draw = p_material->shader->spatial.depth_draw_mode;
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}
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#if 0
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//blend mode
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if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) {
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switch(p_material->shader->spatial.blend_mode) {
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
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glBlendEquation(GL_FUNC_ADD);
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
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glBlendEquation(GL_FUNC_ADD);
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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}
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state.current_blend_mode=p_material->shader->spatial.blend_mode;
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}
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#endif
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//material parameters
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state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
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@ -3007,16 +2966,6 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
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li->light_index = state.spot_light_count;
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copymem(&state.spot_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size);
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state.spot_light_count++;
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#if 0
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if (li->light_ptr->shadow_enabled) {
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CameraMatrix bias;
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bias.set_light_bias();
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Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
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li->shadow_projection[0] = bias * li->projection * modelview;
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lights_use_shadow=true;
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}
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#endif
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} break;
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}
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@ -400,7 +400,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
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for (int i = 0; i < max_uniforms; i++) {
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r_gen_code.uniforms += uniform_defines[i];
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}
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#if 1
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// add up
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int offset = 0;
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for (int i = 0; i < uniform_sizes.size(); i++) {
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@ -420,45 +420,6 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
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if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
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r_gen_code.uniform_total_size += r_gen_code.uniform_total_size % 16;
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}
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#else
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// add up
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for (int i = 0; i < uniform_sizes.size(); i++) {
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if (i > 0) {
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int align = uniform_sizes[i - 1] % uniform_alignments[i];
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if (align != 0) {
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uniform_sizes[i - 1] += uniform_alignments[i] - align;
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}
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uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
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}
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}
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//offset
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r_gen_code.uniform_offsets.resize(uniform_sizes.size());
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for (int i = 0; i < uniform_sizes.size(); i++) {
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if (i > 0)
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r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
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else
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r_gen_code.uniform_offsets[i] = 0;
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}
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/*
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for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
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if (SL::is_sampler_type(E->get().type)) {
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continue;
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}
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}
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*/
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if (uniform_sizes.size()) {
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r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
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} else {
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r_gen_code.uniform_total_size = 0;
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}
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#endif
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for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
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@ -1224,35 +1224,6 @@ in highp float dp_clip;
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#endif
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#if 0
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// need to save texture depth for this
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vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 pos, float distance) {
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float scale = 8.25 * (1.0 - translucency) / subsurface_scatter_width;
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float d = scale * distance;
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/**
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* Armed with the thickness, we can now calculate the color by means of the
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* precalculated transmittance profile.
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* (It can be precomputed into a texture, for maximum performance):
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*/
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float dd = -d * d;
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vec3 profile =
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vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
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vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
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vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
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vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
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vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
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vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
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/**
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* Using the profile, we finally approximate the transmitted lighting from
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* the back of the object:
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*/
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return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0);
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}
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#endif
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void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
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vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
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