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| author | reduz <reduzio@gmail.com> | 2021-01-24 16:00:20 -0300 |
|---|---|---|
| committer | reduz <reduzio@gmail.com> | 2021-01-24 20:17:28 -0300 |
| commit | a9beb7aa8c9e81c57ff4c9753c846bf14c5a1620 (patch) | |
| tree | a171779287d4244f016863f32b5ec3dd106e8d9d /servers/rendering/renderer_scene_render.h | |
| parent | 6fe342478b7203ca36fdbaa34a31618c5bba42ce (diff) | |
| download | redot-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.h | 4 |
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; |
