Merge pull request #1017 from Azaezel/alpha41/validateVars

uninitialized and unused value cleanups
This commit is contained in:
Brian Roberts 2023-05-03 13:38:07 -05:00 committed by GitHub
commit 0cdced232d
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GPG key ID: 4AEE18F83AFDEB23
37 changed files with 181 additions and 323 deletions

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@ -13,10 +13,10 @@ class GuiInspectorTypeImageAssetPtr : public GuiInspectorTypeFileName
typedef GuiInspectorTypeFileName Parent;
public:
GuiTextCtrl* mLabel;
GuiBitmapButtonCtrl* mPreviewBorderButton;
GuiBitmapCtrl* mPreviewImage;
GuiButtonCtrl* mEditButton;
GuiTextCtrl* mLabel = NULL;
GuiBitmapButtonCtrl* mPreviewBorderButton = NULL;
GuiBitmapCtrl* mPreviewImage = NULL;
GuiButtonCtrl* mEditButton = NULL;
DECLARE_CONOBJECT(GuiInspectorTypeImageAssetPtr);
static void consoleInit();

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@ -592,9 +592,6 @@ const char* ShapeAsset::generateCachedPreviewImage(S32 resolution, String overri
// Animate the shape once.
shape->animate(0);
// So we don't have to change it everywhere.
const GFXFormat format = GFXFormatR8G8B8A8;
GBitmap* imposter = NULL;
GBitmap* imposterNrml = NULL;
@ -605,8 +602,6 @@ const char* ShapeAsset::generateCachedPreviewImage(S32 resolution, String overri
MatrixF angMat;
S32 mip = 0;
PROFILE_START(ShapeAsset_generateCachedPreviewImage);
//dMemset(destBmp.getWritableBits(mip), 0, destBmp.getWidth(mip) * destBmp.getHeight(mip) * GFXFormat_getByteSize(format));

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@ -104,9 +104,6 @@ ConsoleSetType(TypeTerrainAssetId)
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
*((const char**)dptr) = StringTable->insert(argv[0]);
return;

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@ -638,7 +638,7 @@ AssetImportObject* AssetImporter::addImportingAsset(String assetType, Torque::Pa
U32 pos = dStrcspn(sanitizedStr, "-+*/%$&<26>=()[].?\\\"#,;!~<>|<7C>^{}");
while (pos < dStrlen(sanitizedStr))
{
dStrcpy(sanitizedStr + pos, sanitizedStr + pos + 1, len - pos);
dStrcpy(sanitizedStr + pos, sanitizedStr + pos + 1, (dsize_t)(len - pos));
pos = dStrcspn(sanitizedStr, "-+*/%$&<26>=()[].?\\\"#,;!~<>|<7C>^{}");
}
@ -1903,7 +1903,7 @@ void AssetImporter::processMaterialAsset(AssetImportObject* assetItem)
//Check to see if our target module has a matching assetId for this slot already based on our trimmed mat name
testAssetId = targetModuleId + ":" + materialImageNoSuffix + StringUnit::getUnit(suffixList.c_str(), i, ",;\t");
bool localAssetFound = false;
localAssetFound = false;
if (AssetDatabase.isDeclaredAsset(testAssetId.c_str()))
localAssetFound = true;
@ -2792,7 +2792,7 @@ void AssetImporter::acquireAssets(AssetImportObject* assetItem)
if (AssetDatabase.isDeclaredAsset(assetId))
{
AssetBase* assetDef = AssetDatabase.acquireAsset<AssetBase>(assetId);
AssetDatabase.acquireAsset<AssetBase>(assetId);
AssetDatabase.releaseAsset(assetId);
}
}

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@ -1370,48 +1370,6 @@ void ConvexShape::_updateGeometry( bool updateCollision )
}
//Build the buffer for our default material
/*if (mVertCount > 0)
{
mVertexBuffer.set(GFX, mVertCount, GFXBufferTypeStatic);
VertexType *pVert = mVertexBuffer.lock();
for (S32 i = 0; i < faceList.size(); i++)
{
if (mSurfaceUVs[i].matID == -1)
{
const ConvexShape::Face &face = faceList[i];
const Vector< U32 > &facePntMap = face.points;
const Vector< ConvexShape::Triangle > &triangles = face.triangles;
const ColorI &faceColor = sgConvexFaceColors[i % sgConvexFaceColorCount];
const Point3F binormal = mCross(face.normal, face.tangent);
pVert++;
}
}
}
}
mVertexBuffer.unlock();
// Allocate PB
mPrimitiveBuffer.set(GFX, mPrimCount * 3, mPrimCount, GFXBufferTypeStatic);
U16 *pIndex;
mPrimitiveBuffer.lock(&pIndex);
for (U16 i = 0; i < mPrimCount * 3; i++)
{
*pIndex = i;
pIndex++;
}
mPrimitiveBuffer.unlock();
}*/
//
//
for (U32 i = 0; i < mSurfaceBuffers.size(); i++)
{
if (mSurfaceBuffers[i].mVertCount > 0)
@ -1428,7 +1386,6 @@ void ConvexShape::_updateGeometry( bool updateCollision )
const ConvexShape::Face &face = faceList[f];
const Vector< U32 > &facePntMap = face.points;
const Vector< ConvexShape::Triangle > &triangles = face.triangles;
const ColorI &faceColor = sgConvexFaceColors[f % sgConvexFaceColorCount];
const Point3F binormal = mCross(face.normal, face.tangent);
@ -1439,7 +1396,6 @@ void ConvexShape::_updateGeometry( bool updateCollision )
pVert->normal = face.normal;
pVert->T = face.tangent;
pVert->B = mCross(face.normal,face.tangent);
//pVert->color = faceColor;
pVert->point = pointList[facePntMap[triangles[j][k]]];
pVert->texCoord = face.texcoords[triangles[j][k]];
pVert->texCoord2 = pVert->texCoord;
@ -1469,56 +1425,6 @@ void ConvexShape::_updateGeometry( bool updateCollision )
mSurfaceBuffers[i].mPrimitiveBuffer.unlock();
}
}
//
//
/*// Allocate VB and copy in data.
for (S32 i = 0; i < faceList.size(); i++)
{
mVertexBuffer.set(GFX, mVertCount, GFXBufferTypeStatic);
VertexType *pVert = mVertexBuffer.lock();
for (S32 i = 0; i < faceList.size(); i++)
{
const ConvexShape::Face &face = faceList[i];
const Vector< U32 > &facePntMap = face.points;
const Vector< ConvexShape::Triangle > &triangles = face.triangles;
const ColorI &faceColor = sgConvexFaceColors[i % sgConvexFaceColorCount];
const Point3F binormal = mCross(face.normal, face.tangent);
for (S32 j = 0; j < triangles.size(); j++)
{
for (S32 k = 0; k < 3; k++)
{
pVert->normal = face.normal;
pVert->tangent = face.tangent;
pVert->color = faceColor;
pVert->point = pointList[facePntMap[triangles[j][k]]];
pVert->texCoord = face.texcoords[triangles[j][k]];
pVert++;
}
}
}
mVertexBuffer.unlock();
// Allocate PB
mPrimitiveBuffer.set(GFX, mPrimCount * 3, mPrimCount, GFXBufferTypeStatic);
U16 *pIndex;
mPrimitiveBuffer.lock(&pIndex);
for (U16 i = 0; i < mPrimCount * 3; i++)
{
*pIndex = i;
pIndex++;
}
mPrimitiveBuffer.unlock();
}*/
}
void ConvexShape::_updateCollision()

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@ -56,7 +56,7 @@
extern bool gEditingMission;
extern ColorI gCanvasClearColor;
bool ReflectionProbe::smRenderPreviewProbes = true;
static MatrixF sEditingTransformMat;
IMPLEMENT_CO_NETOBJECT_V1(ReflectionProbe);
ConsoleDocClass(ReflectionProbe,
@ -371,10 +371,10 @@ const MatrixF& ReflectionProbe::getTransform() const
return mObjToWorld;
else
{
MatrixF transformMat = MatrixF::Identity;
transformMat.setPosition(mProbeRefOffset);
sEditingTransformMat = MatrixF::Identity;
sEditingTransformMat.setPosition(mProbeRefOffset);
return transformMat;
return sEditingTransformMat;
}
}

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@ -112,7 +112,18 @@ public:
bool mCanDamp;
public:
ProbeInfo() : mScore(0) {}
ProbeInfo()
{
mScore = 0;
mAtten = 0.0f;
mCanDamp = false;
mDirty = false;
mIsEnabled = true;
mObject = NULL;
mPriority = 0;
mProbeShapeType = Box;
mRadius = 10.0f;
}
~ProbeInfo() {}
// Copies data passed in from light

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@ -202,7 +202,7 @@ public:
void remove( DelegateSig dlg )
{
for( DelegateLink* ptr = mList.next;ptr != &mList; ptr = ptr->next )
for( DelegateLink* ptr = mList.next;(ptr != &mList)&& (ptr!= NULL); ptr = ptr->next )
{
if( DelegateLinkImpl* del = static_cast< DelegateLinkImpl* >( ptr ) )
{

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@ -70,7 +70,11 @@ namespace Torque
UUID()
{
dMemset( this, 0, sizeof( UUID ) );
a = b = c = d = e = 0;
for (U32 i = 0; i < 6; i++)
{
f [i]=0;
}
}
///

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@ -2452,9 +2452,9 @@ void MeshRoad::_generateSlices()
profileMat2.setRow(1, slicePtr->uvec);
profileMat2.setRow(2, slicePtr->fvec);
for(U32 i = 0; i < 2; i++)
for(U32 profile = 0; profile < 2; profile++)
{
if(i)
if(profile)
mSideProfile.setTransform(profileMat2, slicePtr->p0);
else
mSideProfile.setTransform(profileMat1, slicePtr->p2);
@ -2470,7 +2470,7 @@ void MeshRoad::_generateSlices()
slicePtr->verts.push_back(pos);
box.extend( pos );
if(i)
if(profile)
slicePtr->pb0 = pos;
else
slicePtr->pb2 = pos;

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@ -319,7 +319,7 @@ void SkySphere::_initRender()
U32 height = 16;
U32 radius = 1;
F32 x, y, z, xy; // vertex position
F32 x, y; // vertex position
F32 nx, ny, nz, lengthInv = 1.0f / radius; // normal
F32 s, t; // texCoord

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@ -107,7 +107,8 @@ public:
{
Point3F pos;
Point3F nor;
F32 s, t;
F32 s = 0.0f;
F32 t = 0.0f;
};
Vector<SphereVertex> tmpVertices;
@ -119,8 +120,8 @@ public:
{
Point3F pos;
Point3F nor;
F32 s;
F32 t;
F32 s = 0.0f;
F32 t = 0.0f;
};
Vector<FinalVertexData> finalVertData;

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@ -150,7 +150,7 @@ static bool sReadJPG(Stream &stream, GBitmap *bitmap)
U8* pBase = (U8*)bitmap->getBits();
for (U32 i = 0; i < bitmap->getHeight(); i++)
{
JSAMPROW rowPointer = pBase + (i * rowBytes);
JSAMPROW rowPointer = pBase + (U64)(i * rowBytes);
jpeg_read_scanlines(&cinfo, &rowPointer, 1);
}

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@ -357,7 +357,6 @@ void GFXGLCubemapArray::init(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
if (isCompressed)
{
const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
glCompressedTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, i * 6 + face, mipSize, mipSize, 1, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
}
else
@ -378,7 +377,6 @@ void GFXGLCubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSize,
setCubeTexSize(cubemapFaceSize);
mFormat = format;
mNumCubemaps = cubemapCount;
const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
glGenTextures(1, &mCubemap);
PRESERVE_CUBEMAP_ARRAY_TEXTURE();
@ -416,7 +414,6 @@ void GFXGLCubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
if (isCompressed)
{
const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
glCompressedTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, slot * 6 + face, mipSize, mipSize, 1, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
}
else

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@ -118,7 +118,6 @@ void GuiGameSettingsCtrl::onRender(Point2I offset, const RectI &updateRect)
Point2I iconExtent, iconOffset(0.0f, 0.0f);
bool highlight = mHighlighted;
bool depressed = mDepressed;
ColorI fontColor = mActive ? (highlight ? mProfile->mFontColorHL : mProfile->mFontColor) : mProfile->mFontColorNA;
ColorI fillColor = mActive ? (highlight ? mProfile->mFillColorHL : mProfile->mFillColor) : mProfile->mFillColorNA;
@ -182,52 +181,51 @@ void GuiGameSettingsCtrl::onRenderListOption(Point2I currentOffset)
bool hasOptions = (mOptions.size() > 0) && mSelectedOption > -1;
if (hasOptions)
{
if (mPreviousBitmapAsset.notNull())
// do we render the left or right arrows?
bool arrowOnL = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption > 0));
bool arrowOnR = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption < mOptions.size() - 1));
if (arrowOnL)
{
// render the left arrow
bool arrowOnL = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption > 0));
arrowOffset.x = currentOffset.x + mColumnSplit;
arrowOffset.y = currentOffset.y + arrowOffsetY;
if (mPreviousBitmapAsset.notNull())
{
arrowOffset.x = currentOffset.x + mColumnSplit;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->drawBitmapStretch(mPreviousBitmap, RectI(arrowOffset, Point2I(mArrowSize, mArrowSize)), GFXBitmapFlip_None, GFXTextureFilterLinear, false);
drawer->clearBitmapModulation();
drawer->drawBitmapStretch(mPreviousBitmap, RectI(arrowOffset, Point2I(mArrowSize, mArrowSize)), GFXBitmapFlip_None, GFXTextureFilterLinear, false);
}
else
{
arrowOffset.x = currentOffset.x + mColumnSplit;
arrowOffset.y = currentOffset.y + height / 2;
drawer->clearBitmapModulation();
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x + mArrowSize, currentOffset.y), ColorI::WHITE);
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x + mArrowSize, currentOffset.y + height), ColorI::WHITE);
}
}
else
if (arrowOnR)
{
// render the left arrow
bool arrowOnL = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption > 0));
arrowOffset.x = currentOffset.x + mColumnSplit;
arrowOffset.y = currentOffset.y + height/2;
if (mNextBitmapAsset.notNull())
{
arrowOffset.x = currentOffset.x + getWidth() - mRightPad - mArrowSize;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->clearBitmapModulation();
drawer->drawBitmapStretch(mNextBitmap, RectI(arrowOffset, Point2I(mArrowSize, mArrowSize)), GFXBitmapFlip_None, GFXTextureFilterLinear, false);
}
else
{
arrowOffset.x = currentOffset.x + getWidth() - mRightPad;
arrowOffset.y = currentOffset.y + height / 2;
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x + mArrowSize, currentOffset.y), ColorI::WHITE);
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x + mArrowSize, currentOffset.y + height), ColorI::WHITE);
drawer->clearBitmapModulation();
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x - mArrowSize, currentOffset.y), ColorI::WHITE);
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x - mArrowSize, currentOffset.y + height), ColorI::WHITE);
}
}
if (mNextBitmapAsset.notNull())
{
// render the right arrow
bool arrowOnR = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption < mOptions.size() - 1));
arrowOffset.x = currentOffset.x + getWidth() - mRightPad - mArrowSize;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->drawBitmapStretch(mNextBitmap, RectI(arrowOffset, Point2I(mArrowSize, mArrowSize)), GFXBitmapFlip_None, GFXTextureFilterLinear, false);
}
else
{
// render the left arrow
bool arrowOnL = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption > 0));
arrowOffset.x = currentOffset.x + getWidth() - mRightPad;
arrowOffset.y = currentOffset.y + height / 2;
drawer->clearBitmapModulation();
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x - mArrowSize, currentOffset.y), ColorI::WHITE);
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x - mArrowSize, currentOffset.y + height), ColorI::WHITE);
}
// get the appropriate font color
ColorI fontColor;
if (!mEnabled)
@ -265,65 +263,13 @@ void GuiGameSettingsCtrl::onRenderListOption(Point2I currentOffset)
void GuiGameSettingsCtrl::onRenderSliderOption(Point2I currentOffset)
{
F32 xScale = (float)getWidth();
S32 height = getHeight();
S32 arrowOffsetY = 0;
GFXDrawUtil* drawer = GFX->getDrawUtil();
Point2I arrowOffset;
//Point2I arrowOffset;
S32 columnSplit = mColumnSplit;
/*if (mPreviousBitmapAsset.notNull())
{
// render the left arrow
bool arrowOnL = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption > 0));
arrowOffset.x = currentOffset.x + columnSplit;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->drawBitmapStretch(mPreviousBitmap, RectI(arrowOffset, Point2I(mArrowSize, mArrowSize)), GFXBitmapFlip_None, GFXTextureFilterLinear, false);
}
else
{
// render the left arrow
bool arrowOnL = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption > 0));
arrowOffset.x = currentOffset.x + mColumnSplit;
arrowOffset.y = currentOffset.y + height / 2;
drawer->clearBitmapModulation();
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x + mArrowSize, currentOffset.y), ColorI::WHITE);
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x + mArrowSize, currentOffset.y + height), ColorI::WHITE);
}
if (mNextBitmapAsset.notNull())
{
// render the right arrow
bool arrowOnR = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption < mOptions.size() - 1));
arrowOffset.x = currentOffset.x + mRightPad * xScale - mArrowSize;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->drawBitmapStretch(mNextBitmap, RectI(arrowOffset, Point2I(mArrowSize, mArrowSize)), GFXBitmapFlip_None, GFXTextureFilterLinear, false);
}
else
{
// render the left arrow
bool arrowOnL = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption > 0));
arrowOffset.x = currentOffset.x + getWidth() - mRightPad;
arrowOffset.y = currentOffset.y + height / 2;
drawer->clearBitmapModulation();
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x - mArrowSize, currentOffset.y), ColorI::WHITE);
drawer->drawLine(arrowOffset, Point2I(arrowOffset.x - mArrowSize, currentOffset.y + height), ColorI::WHITE);
}*/
//Draw the slider bar
RectI sliderRect;
@ -389,13 +335,10 @@ void GuiGameSettingsCtrl::onRenderSliderOption(Point2I currentOffset)
fontColor = mProfile->mFontColor;
}
// calculate text to be at the center between the arrows
GFont* font = mProfile->mFont;
char stringVal[32];
dSprintf(stringVal, 32, "%.1f", mValue);
S32 stringWidth = font->getStrWidth(stringVal);
//S32 stringWidth = font->getStrWidth(stringVal); //adaptive width
Point2I textOffset(sliderRect.point.x + sliderRect.extent.x, 0);
// render the option text itself
@ -413,7 +356,6 @@ void GuiGameSettingsCtrl::onRenderSliderOption(Point2I currentOffset)
void GuiGameSettingsCtrl::onRenderKeybindOption(Point2I currentOffset)
{
F32 xScale = (float)getWidth();
S32 columnSplit = mColumnSplit;
S32 height = getHeight();
@ -696,8 +638,6 @@ void GuiGameSettingsCtrl::addOption(const char* displayText, const char* keyText
void GuiGameSettingsCtrl::clickOption(S32 xPos)
{
F32 xScale = (float)getWidth();
S32 leftArrowX1 = mColumnSplit;
S32 leftArrowX2 = leftArrowX1 + mArrowSize;
@ -814,8 +754,6 @@ void GuiGameSettingsCtrl::clickSlider(S32 xPos)
void GuiGameSettingsCtrl::clickKeybind(S32 xPos)
{
S32 columnSplit = mColumnSplit;
S32 height = getHeight();
S32 width = getWidth();

View file

@ -573,8 +573,8 @@ void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentLis
subSurfaceParams->uniform = true;
subSurfaceParams->constSortPos = cspPotentialPrimitive;
Var *d_lightcolor = (Var*)LangElement::find( "d_lightcolor" );
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
//Var *d_lightcolor = (Var*)LangElement::find( "d_lightcolor" );
//Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
MultiLine *meta = new MultiLine;
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));

View file

@ -613,8 +613,8 @@ void DeferredSubSurfaceHLSL::processPix( Vector<ShaderComponent*> &componentLis
subSurfaceParams->uniform = true;
subSurfaceParams->constSortPos = cspPotentialPrimitive;
Var *d_lightcolor = (Var*)LangElement::find( "d_lightcolor" );
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
//Var *d_lightcolor = (Var*)LangElement::find( "d_lightcolor" );
//Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
MultiLine *meta = new MultiLine;
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));

View file

@ -56,7 +56,10 @@ struct SceneData
/// @afxRenderHighlightMgr
HighlightBin,
};
enum
{
MAX_LIGHTS = 8
};
/// This defines when we're rendering a special bin
/// type that the material or lighting system needs
/// to know about.
@ -71,7 +74,7 @@ struct SceneData
/// The current lights to use in rendering
/// in order of the light importance.
LightInfo* lights[8];
LightInfo* lights[MAX_LIGHTS];
///
LinearColorF ambientLightColor;
@ -98,9 +101,24 @@ struct SceneData
Vector<CustomShaderBindingData*> customShaderData;
/// Constructor.
SceneData()
{
dMemset( this, 0, sizeof( SceneData ) );
SceneData()
{
accuTex = NULL;
backBuffTex = NULL;
binType = RegularBin;
cubemap = NULL;
fogDensity = 0.0f;
fogDensityOffset = 0.0f;
fogHeightFalloff = 0.0f;
lightmap = NULL;
for (U32 i = 0; i < MAX_LIGHTS; i++)
{
lights[i] = NULL;
}
materialHint = NULL;
miscTex = NULL;
reflectTex = NULL;
wireframe = false;
objTrans = &MatrixF::Identity;
visibility = 1.0f;
}

View file

@ -389,7 +389,7 @@ inline ThreadSafePriorityQueue< T, K, SORT_MIN_TO_MAX, MAX_LEVEL, PROBABILISTIC_
mPriority( priority ),
mValue( value )
{
dMemset( mNext, 0, sizeof( Node* ) * ( getLevel() + 1 ) );
dMemset( mNext, 0, sizeof( Node* ) * (U32)( getLevel() + 1 ) );
// Level is already set by the allocation routines.
}

View file

@ -30,13 +30,13 @@
class PlatformThreadData
{
public:
ThreadRunFunction mRunFunc;
void* mRunArg;
Thread* mThread;
ThreadRunFunction mRunFunc = NULL;
void* mRunArg = NULL;
Thread* mThread = NULL;
Semaphore mGateway; // default count is 1
SDL_threadID mThreadID;
SDL_Thread* mSdlThread;
bool mDead;
SDL_threadID mThreadID = 0;
SDL_Thread* mSdlThread = NULL;
bool mDead = true;
};
ThreadManager::MainThreadId ThreadManager::smMainThreadId;

View file

@ -78,7 +78,7 @@ static void detectCpuFeatures(Platform::SystemInfo_struct::Processor &processor)
{
S32 cpuInfo[4];
__cpuid(cpuInfo, 1);
U32 eax = cpuInfo[0]; // eax
//U32 eax = cpuInfo[0]; // eax
U32 edx = cpuInfo[3]; // edx
U32 ecx = cpuInfo[2]; // ecx

View file

@ -77,7 +77,7 @@ S32 SFXALDevice::getMaxSources()
S32 SFXALDevice::getMaxSourcesOld()
{
ALuint uiSource[256];
ALuint uiSource[256] = {};
S32 sourceCount = 0;
// clear errors.
@ -148,7 +148,7 @@ SFXALDevice::SFXALDevice( SFXProvider *provider,
#if defined(AL_ALEXT_PROTOTYPES)
mOpenAL.alcGetIntegerv(mDevice, ALC_MAX_AUXILIARY_SENDS, 1, &iSends);
#endif
U32 err = mOpenAL.alcGetError( mDevice );
err = mOpenAL.alcGetError( mDevice );
if( err != ALC_NO_ERROR )
Con::errorf( "SFXALDevice - Context Initialization Error: %s", mOpenAL.alcGetString( mDevice, err ) );

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@ -60,7 +60,7 @@ MODULE_BEGIN( OpenAL )
MODULE_INIT_BEFORE( SFX )
MODULE_SHUTDOWN_AFTER( SFX )
SFXALProvider* mProvider;
SFXALProvider* mProvider = NULL;
MODULE_INIT
{
@ -91,9 +91,8 @@ void SFXALProvider::init()
}
// Cool, loop through them, and caps em
const char *deviceFormat = "OpenAL v%d.%d %s";
//const char *deviceFormat = "OpenAL v%d.%d %s";
char temp[256];
for( S32 i = 0; i < mALDL->GetNumDevices(); i++ )
{
ALDeviceInfo* info = new ALDeviceInfo;

View file

@ -37,8 +37,8 @@ struct SFXDeviceInfo
String driver;
String internalName;
String name;
bool hasHardware;
S32 maxBuffers;
bool hasHardware = false;
S32 maxBuffers =0;
virtual ~SFXDeviceInfo() {}
};

View file

@ -1620,7 +1620,6 @@ DefineEngineFunction( sfxPlayOnce, S32, (StringTableEntry assetId, const char* a
"Create a new play-once source for the given profile or description+filename and start playback of the source.\n"
"@hide" )
{
SFXDescription* description = NULL;
if (assetId == StringTable->EmptyString())
{
Con::errorf( "sfxPlayOnce - Must Define a sound asset");

View file

@ -184,7 +184,7 @@ void CustomFeatureGLSL::addVariable(String name, String type, String defaultValu
void CustomFeatureGLSL::addConnector(String name, String type, String elementName)
{
// grab connector texcoord register
ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
//ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
//Get element
S32 element = -1;

View file

@ -2139,8 +2139,6 @@ void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
return;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
MultiLine *meta = new MultiLine;
// Now the wsPosition and wsView.
@ -2202,10 +2200,7 @@ void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
{
Con::errorf("ShaderGen::RTLightingFeatGLSL() - failed to generate surface!");
return;
}
Var *roughness = (Var*)LangElement::find("roughness");
Var *metalness = (Var*)LangElement::find("metalness");
}
Var *curColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
@ -2957,10 +2952,8 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
return;
ShaderConnector * connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
MultiLine * meta = new MultiLine;
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition(componentList);
Var *worldToTangent = getInWorldToTangent(componentList);

View file

@ -201,7 +201,7 @@ void CustomFeatureHLSL::addVariable(String name, String type, String defaultValu
void CustomFeatureHLSL::addConnector(String name, String type, String elementName)
{
// grab connector texcoord register
ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
//ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
//Get element
S32 element = -1;

View file

@ -122,8 +122,6 @@ void DebugVizHLSL::processPix(Vector<ShaderComponent*>& componentList,
if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
return;
ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
MultiLine* meta = new MultiLine;
// Now the wsPosition and wsView.
@ -146,21 +144,10 @@ void DebugVizHLSL::processPix(Vector<ShaderComponent*>& componentList,
Var* worldToObjArray = (Var*)LangElement::find("inWorldToObjArray");
Var* BRDFTexture = (Var*)LangElement::find("BRDFTexture");
Var* BRDFTextureTex = (Var*)LangElement::find("texture_BRDFTexture");
Var* specularCubemapAR = (Var*)LangElement::find("SpecularCubemapAR");
Var* specularCubemapARTex = (Var*)LangElement::find("texture_SpecularCubemapAR");
Var* irradianceCubemapAR = (Var*)LangElement::find("IrradianceCubemapAR");
Var* irradianceCubemapARTex = (Var*)LangElement::find("texture_IrradianceCubemapAR");
Var* matinfo = (Var*)LangElement::find("ORMConfig");
Var* metalness = (Var*)LangElement::find("metalness");
Var* roughness = (Var*)LangElement::find("roughness");
Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
Var* ibl = (Var*)LangElement::find("ibl");
//Reflection vec
Var* showAttenVar = new Var("showAttenVar", "int");

View file

@ -2217,10 +2217,10 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
return;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
//ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
MultiLine *meta = new MultiLine;
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition( componentList );
Var* worldToTangent = getInWorldToTangent(componentList);
@ -2280,10 +2280,7 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
{
Con::errorf("ShaderGen::RTLightingFeatHLSL() - failed to generate surface!");
return;
}
Var *roughness = (Var*)LangElement::find("roughness");
Var *metalness = (Var*)LangElement::find("metalness");
}
Var *curColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
@ -3035,10 +3032,10 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
return;
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
//ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
MultiLine *meta = new MultiLine;
// Now the wsPosition and wsView.
Var* wsPosition = getInWsPosition(componentList);
Var* worldToTangent = getInWorldToTangent(componentList);

View file

@ -130,8 +130,8 @@ public:
//**************************************************************************
struct Resources
{
U32 numTex;
U32 numTexReg;
U32 numTex = 0;
U32 numTexReg = 0;
Resources()
{

View file

@ -1172,7 +1172,7 @@ void TerrainBlock::_updatePhysics()
SAFE_DELETE( mPhysicsRep );
PhysicsCollision *colShape;
PhysicsCollision *colShape = NULL;
// If we can steal the collision shape from the local server
// object then do so as it saves us alot of cpu time and memory.
@ -1187,22 +1187,31 @@ void TerrainBlock::_updatePhysics()
}
else
{
// Get empty state of each vert
bool *holes = new bool[ getBlockSize() * getBlockSize() ];
for ( U32 row = 0; row < getBlockSize(); row++ )
for ( U32 column = 0; column < getBlockSize(); column++ )
holes[ row + (column * getBlockSize()) ] = mFile->isEmptyAt( row, column );
if (getBlockSize() > 0)
{
// Get empty state of each vert
bool* holes = new bool[getBlockSize() * getBlockSize()];
for (U32 row = 0; row < getBlockSize(); row++)
for (U32 column = 0; column < getBlockSize(); column++)
holes[row + (column * getBlockSize())] = mFile->isEmptyAt(row, column);
colShape = PHYSICSMGR->createCollision();
colShape->addHeightfield( mFile->getHeightMap().address(), holes, getBlockSize(), mSquareSize, MatrixF::Identity );
colShape = PHYSICSMGR->createCollision();
colShape->addHeightfield(mFile->getHeightMap().address(), holes, getBlockSize(), mSquareSize, MatrixF::Identity);
delete [] holes;
delete[] holes;
}
}
if (getBlockSize() > 0)
{
PhysicsWorld* world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init(colShape, 0, 0, this, world);
mPhysicsRep->setTransform(getTransform());
}
else
{
SAFE_DELETE(mPhysicsRep);
}
PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init( colShape, 0, 0, this, world );
mPhysicsRep->setTransform( getTransform() );
}
void TerrainBlock::onRemove()
@ -1470,7 +1479,6 @@ bool TerrainBlock::renameTerrainMaterial(StringTableEntry oldMatName, StringTabl
{
if (mFile->mMaterials[i]->getInternalName() == oldMatName)
{
TerrainMaterial* oldMat = mFile->mMaterials[i];
mFile->mMaterials[i] = newMat;
}
}

View file

@ -224,8 +224,7 @@ void TSLastDetail::update( bool forceUpdate )
// Do we need to update the imposter?
const String diffuseMapPath = _getDiffuseMapPath();
bool isFile = Platform::isFile(diffuseMapPath.c_str());
if ( forceUpdate || !Platform::isFile(diffuseMapPath.c_str()) ||
Platform::compareModifiedTimes( diffuseMapPath, shapeFile ) <= 0 )
if ( forceUpdate || !isFile || Platform::compareModifiedTimes( diffuseMapPath, shapeFile ) <= 0 )
_update();
// If the time check fails now then the update must have not worked.

View file

@ -294,8 +294,6 @@ void TSShapeInstance::reSkin( String newBaseName, String oldBaseName )
if ( newBaseName.equal( oldBaseName, String::NoCase ) )
return;
const U32 oldBaseNameLength = oldBaseName.length();
// Make our own copy of the materials list from the resource if necessary
if (ownMaterialList() == false)
cloneMaterialList();

View file

@ -740,25 +740,25 @@ class TSThread
/// if in transition...
struct TransitionData
{
bool inTransition;
bool inTransition = false;
F32 duration;
F32 pos;
F32 direction;
F32 targetScale; ///< time scale for sequence we are transitioning to (during transition only)
F32 duration = 0.0f;
F32 pos = 0.0f;
F32 direction = 1.0f;
F32 targetScale = 1.0f; ///< time scale for sequence we are transitioning to (during transition only)
///< this is either 1 or 0 (if 1 target sequence plays as we transition, if 0 it doesn't)
TSIntegerSet oldRotationNodes; ///< nodes controlled by this thread pre-transition
TSIntegerSet oldTranslationNodes; ///< nodes controlled by this thread pre-transition
TSIntegerSet oldScaleNodes; ///< nodes controlled by this thread pre-transition
U32 oldSequence; ///< sequence that was set before transition began
F32 oldPos; ///< position of sequence before transition began
U32 oldSequence = 0; ///< sequence that was set before transition began
F32 oldPos = 0.0f; ///< position of sequence before transition began
} transitionData;
struct
{
F32 start;
F32 end;
S32 loop;
F32 start = 0.0f;
F32 end = 0.0f;
S32 loop = 0.0f;
} path;
bool makePath;
@ -781,7 +781,18 @@ class TSThread
/// @}
TSThread(TSShapeInstance*);
TSThread() {}
TSThread() {
blendDisabled = true;
keyNum1 = 0;
keyNum2 = 0;
keyPos = 0;
mSeqPos = 0;
mShapeInstance = NULL;
makePath = NULL;
priority = 0;
sequence = 0;
timeScale = 1.0f;
}
void setSequence(S32 seq, F32 pos);
void transitionToSequence(S32 seq, F32 pos, F32 duration, bool continuePlay);

View file

@ -109,7 +109,7 @@ protected:
mSuppressReset = false;
mOffscreenRender = false;
mDisplayWindow = false;
mWindowId = 0;
// This controller maps window input (Mouse/Keyboard) to a generic input consumer
mWindowInputGenerator = new WindowInputGenerator( this );
}

View file

@ -66,10 +66,10 @@ class WindowInputGenerator
/// Accelerator key map
struct AccKeyMap
{
void *hnd;
void *hnd = NULL;
String cmd;
U32 keyCode;
U32 modifier;
U32 keyCode = 0x000;
U32 modifier = 0x000;
};
Vector <AccKeyMap> mAcceleratorMap;
@ -128,4 +128,4 @@ class WindowInputGenerator
}
};
#endif // _WINDOW_INPUTGENERATOR_H_
#endif // _WINDOW_INPUTGENERATOR_H_