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Use a special sampler for 2D shadows, so they are softer

This commit is contained in:
Juan Linietsky
2019-07-08 09:53:40 -03:00
parent f04359e70f
commit a3f8ffac63
4 changed files with 42 additions and 21 deletions

View File

@@ -1302,6 +1302,14 @@ void RasterizerCanvasRD::_update_canvas_state_uniform_set() {
uniforms.push_back(u_shadows);
}
{
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 4;
u.ids.push_back(state.shadow_sampler);
uniforms.push_back(u);
}
state.canvas_state_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, 3); // uses index 3
}
@@ -1937,6 +1945,13 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
{ //state allocate
state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * MAX_RENDER_LIGHTS);
RD::SamplerState shadow_sampler_state;
shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
}
}