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Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes.
This dramatically reduces the CPU time spent on rendering shadows for PointLight2Ds
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@@ -531,7 +531,7 @@ public:
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virtual RID light_create() = 0;
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virtual void light_set_texture(RID p_rid, RID p_texture) = 0;
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virtual void light_set_use_shadow(RID p_rid, bool p_enable) = 0;
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virtual void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) = 0;
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virtual void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, const Rect2 &p_light_rect) = 0;
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virtual void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) = 0;
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virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) = 0;
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