Remove some unused variables.

This commit is contained in:
Vincent Lejeune 2014-07-06 20:34:37 +02:00
parent 1f5dd2fff3
commit d501125e9d
9 changed files with 5 additions and 30 deletions

View File

@ -393,7 +393,6 @@ public:
void setPosition(float x, float y, float z) void setPosition(float x, float y, float z)
{ {
const video::IVideoDriver * const drv = irr_driver->getVideoDriver();
// Sun "position" is actually a direction and not a position // Sun "position" is actually a direction and not a position
core::matrix4 m_view = irr_driver->getViewMatrix(); core::matrix4 m_view = irr_driver->getViewMatrix();
m_view.makeInverse(); m_view.makeInverse();

View File

@ -303,7 +303,7 @@ GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsi
glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &InfoLogLength); glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength]; char *ErrorMessage = new char[InfoLogLength];
glGetProgramInfoLog(Program, InfoLogLength, NULL, ErrorMessage); glGetProgramInfoLog(Program, InfoLogLength, NULL, ErrorMessage);
printf(ErrorMessage); Log::error("GLWrap", ErrorMessage);
delete[] ErrorMessage; delete[] ErrorMessage;
} }

View File

@ -757,7 +757,6 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
if (m_shader_type == SHADERTYPE_SOLID && m_normal_map_tex.size() > 0) if (m_shader_type == SHADERTYPE_SOLID && m_normal_map_tex.size() > 0)
{ {
IVideoDriver* video_driver = irr_driver->getVideoDriver();
if (irr_driver->isGLSL()) if (irr_driver->isGLSL())
{ {
// FIXME; cannot perform this check atm, because setMaterialProperties // FIXME; cannot perform this check atm, because setMaterialProperties

View File

@ -207,10 +207,6 @@ void PostProcessing::update(float dt)
static static
void renderBloom(GLuint in) void renderBloom(GLuint in)
{ {
float threshold = 1.0f;
if (World::getWorld() != NULL)
threshold = World::getWorld()->getTrack()->getBloomThreshold();
glUseProgram(FullScreenShader::BloomShader::Program); glUseProgram(FullScreenShader::BloomShader::Program);
glBindVertexArray(FullScreenShader::BloomShader::vao); glBindVertexArray(FullScreenShader::BloomShader::vao);
@ -676,7 +672,7 @@ static void averageTexture(GLuint tex)
void PostProcessing::applyMLAA() void PostProcessing::applyMLAA()
{ {
const core::vector2df &PIXEL_SIZE = core::vector2df(1.0f / UserConfigParams::m_width, 1.0f / UserConfigParams::m_height); const core::vector2df &PIXEL_SIZE = core::vector2df(1.0f / UserConfigParams::m_width, 1.0f / UserConfigParams::m_height);
IVideoDriver *const drv = irr_driver->getVideoDriver();
irr_driver->getFBO(FBO_MLAA_TMP).Bind(); irr_driver->getFBO(FBO_MLAA_TMP).Bind();
glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
glClearColor(0.0, 0.0, 0.0, 1.0); glClearColor(0.0, 0.0, 0.0, 1.0);
@ -729,13 +725,6 @@ void PostProcessing::applyMLAA()
/** Render the post-processed scene */ /** Render the post-processed scene */
FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, bool isRace) FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, bool isRace)
{ {
IVideoDriver * const drv = irr_driver->getVideoDriver();
MotionBlurProvider * const mocb = (MotionBlurProvider *) irr_driver->
getCallback(ES_MOTIONBLUR);
GaussianBlurProvider * const gacb = (GaussianBlurProvider *) irr_driver->
getCallback(ES_GAUSSIAN3H);
FrameBuffer *in_fbo = &irr_driver->getFBO(FBO_COLORS); FrameBuffer *in_fbo = &irr_driver->getFBO(FBO_COLORS);
FrameBuffer *out_fbo = &irr_driver->getFBO(FBO_TMP1_WITH_DS); FrameBuffer *out_fbo = &irr_driver->getFBO(FBO_TMP1_WITH_DS);
// Each effect uses these as named, and sets them up for the next effect. // Each effect uses these as named, and sets them up for the next effect.

View File

@ -125,7 +125,6 @@ void IrrDriver::renderGLSL(float dt)
RaceGUIBase *rg = world->getRaceGUI(); RaceGUIBase *rg = world->getRaceGUI();
if (rg) rg->update(dt); if (rg) rg->update(dt);
irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
for(unsigned int cam = 0; cam < Camera::getNumCameras(); cam++) for(unsigned int cam = 0; cam < Camera::getNumCameras(); cam++)
{ {
@ -269,8 +268,6 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
renderSolidFirstPass(); renderSolidFirstPass();
PROFILER_POP_CPU_MARKER(); PROFILER_POP_CPU_MARKER();
const core::aabbox3df cambox = camnode->getViewFrustum()->getBoundingBox();
// Shadows // Shadows
{ {
PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90); PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);

View File

@ -83,12 +83,10 @@ RTT::RTT(size_t width, size_t height)
using namespace video; using namespace video;
using namespace core; using namespace core;
IVideoDriver * const drv = irr_driver->getVideoDriver();
const dimension2du res(width, height); const dimension2du res(width, height);
const dimension2du half = res/2; const dimension2du half = res/2;
const dimension2du quarter = res/4; const dimension2du quarter = res/4;
const dimension2du eighth = res/8; const dimension2du eighth = res/8;
const dimension2du sixteenth = res/16;
const u16 shadowside = 1024; const u16 shadowside = 1024;
const dimension2du shadowsize0(shadowside, shadowside); const dimension2du shadowsize0(shadowside, shadowside);

View File

@ -876,7 +876,6 @@ namespace MeshShader
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_tex = glGetUniformLocation(Program, "tex");
if (!UserConfigParams::m_ubo_disabled) if (!UserConfigParams::m_ubo_disabled)
{ {
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -1100,7 +1099,6 @@ namespace MeshShader
uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix"); uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_tex = glGetUniformLocation(Program, "tex"); GLuint uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");

View File

@ -153,7 +153,7 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.index_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.index_buffer);
const void* indices = mb->getIndices(); const void* indices = mb->getIndices();
u32 indexCount = mb->getIndexCount(); u32 indexCount = mb->getIndexCount();
GLenum indexSize; size_t indexSize = 0;
switch (mb->getIndexType()) switch (mb->getIndexType())
{ {
case irr::video::EIT_16BIT: case irr::video::EIT_16BIT:
@ -232,7 +232,7 @@ core::vector3df getWind()
{ {
const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f; const float time = irr_driver->getDevice()->getTimer()->getTime() / 1000.0f;
GrassShaderProvider *gsp = (GrassShaderProvider *)irr_driver->getCallback(ES_GRASS); GrassShaderProvider *gsp = (GrassShaderProvider *)irr_driver->getCallback(ES_GRASS);
float m_speed = gsp->getSpeed(), m_amplitude = gsp->getAmplitude(); float m_speed = gsp->getSpeed();
return m_speed * vector3df(1., 0., 0.) * cos(time); return m_speed * vector3df(1., 0., 0.) * cos(time);
} }
@ -387,8 +387,6 @@ void drawObjectRefPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjec
glDrawElements(ptype, count, itype, 0); glDrawElements(ptype, count, itype, 0);
} }
static video::ITexture *CausticTex = 0;
void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, core::vector3df windDir) void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionMatrix, core::vector3df windDir)
{ {
irr_driver->IncreaseObjectCount(); irr_driver->IncreaseObjectCount();

View File

@ -220,7 +220,7 @@ void STKMeshSceneNode::updatevbo()
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.index_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.index_buffer);
const void* indices = mb->getIndices(); const void* indices = mb->getIndices();
mesh.IndexCount = mb->getIndexCount(); mesh.IndexCount = mb->getIndexCount();
GLenum indexSize; size_t indexSize = 0;
switch (mb->getIndexType()) switch (mb->getIndexType())
{ {
case irr::video::EIT_16BIT: case irr::video::EIT_16BIT:
@ -246,9 +246,6 @@ void STKMeshSceneNode::render()
if (reload_each_frame) if (reload_each_frame)
updatevbo(); updatevbo();
bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
++PassCount; ++PassCount;
Box = Mesh->getBoundingBox(); Box = Mesh->getBoundingBox();