summaryrefslogtreecommitdiffstats
path: root/servers/rendering/renderer_scene_render.h
diff options
context:
space:
mode:
authorreduz <reduzio@gmail.com>2021-01-24 16:00:20 -0300
committerreduz <reduzio@gmail.com>2021-01-24 20:17:28 -0300
commita9beb7aa8c9e81c57ff4c9753c846bf14c5a1620 (patch)
treea171779287d4244f016863f32b5ec3dd106e8d9d /servers/rendering/renderer_scene_render.h
parent6fe342478b7203ca36fdbaa34a31618c5bba42ce (diff)
downloadredot-engine-a9beb7aa8c9e81c57ff4c9753c846bf14c5a1620.tar.gz
Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
Diffstat (limited to 'servers/rendering/renderer_scene_render.h')
-rw-r--r--servers/rendering/renderer_scene_render.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 5a54441387..ecec03db94 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -73,11 +73,11 @@ public:
virtual RID
shadow_atlas_create() = 0;
- virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
+ virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) = 0;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
- virtual void directional_shadow_atlas_set_size(int p_size) = 0;
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
virtual void set_directional_shadow_count(int p_count) = 0;