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Fix some issues found by cppcheck.
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@@ -91,7 +91,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
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actions.uniforms = &uniforms;
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// !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
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RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
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ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
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@@ -219,7 +219,7 @@ Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringNam
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}
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RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
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RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
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}
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@@ -229,7 +229,7 @@ RendererSceneSkyRD::SkyShaderData::SkyShaderData() {
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}
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RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
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RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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ERR_FAIL_COND(!scene_singleton);
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//pipeline variants will clear themselves if shader is gone
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if (version.is_valid()) {
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@@ -241,7 +241,7 @@ RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
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// Sky material
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bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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uniform_set_updated = true;
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@@ -916,7 +916,7 @@ void sky() {
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material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
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SkyMaterialData *md = (SkyMaterialData *)material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY);
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SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY));
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sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
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sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
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@@ -1059,7 +1059,7 @@ RendererSceneSkyRD::~RendererSceneSkyRD() {
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// cleanup anything created in init...
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RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
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SkyMaterialData *md = (SkyMaterialData *)material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY);
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SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY));
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sky_shader.shader.version_free(md->shader_data->version);
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RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
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RD::get_singleton()->free(sky_scene_state.uniform_buffer);
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@@ -1100,7 +1100,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
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sky_material = sky_get_material(p_env->sky);
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if (sky_material.is_valid()) {
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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}
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@@ -1108,7 +1108,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
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if (!material) {
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sky_material = sky_shader.default_material;
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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}
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ERR_FAIL_COND(!material);
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@@ -1308,7 +1308,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
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SkyMaterialData *material = nullptr;
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if (sky_material.is_valid()) {
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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}
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@@ -1316,7 +1316,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
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if (!material) {
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sky_material = sky_shader.default_material;
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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}
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ERR_FAIL_COND(!material);
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@@ -1484,7 +1484,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
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sky_material = sky_get_material(p_env->sky);
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if (sky_material.is_valid()) {
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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}
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@@ -1492,13 +1492,13 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
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if (!material) {
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sky_material = sky_shader.default_material;
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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}
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}
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if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
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sky_material = sky_scene_state.fog_material;
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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}
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ERR_FAIL_COND(!material);
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@@ -1588,7 +1588,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
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sky_material = sky_get_material(p_env->sky);
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if (sky_material.is_valid()) {
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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}
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@@ -1596,7 +1596,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
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if (!material) {
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sky_material = sky_shader.default_material;
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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}
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ERR_FAIL_COND(!material);
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@@ -1676,7 +1676,7 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
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sky_material = sky_get_material(p_env->sky);
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if (sky_material.is_valid()) {
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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}
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@@ -1684,13 +1684,13 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
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if (!material) {
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sky_material = sky_shader.default_material;
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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}
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}
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if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
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sky_material = sky_scene_state.fog_material;
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material = (SkyMaterialData *)material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY);
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material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
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}
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ERR_FAIL_COND(!material);
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