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Use specialization constants in clustered renderer
* Keep track of when projector, softshadow or directional sofshadow were enabled. * Enable them via specializaton constant where it makes sense. * Re-implements soft shadows. * Re-implements light projectors.
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@@ -80,6 +80,7 @@ struct RenderDataRD {
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uint32_t cluster_max_elements = 0;
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uint32_t directional_light_count = 0;
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bool directional_light_soft_shadows = false;
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RendererScene::RenderInfo *render_info = nullptr;
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};
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@@ -99,7 +100,7 @@ protected:
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};
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virtual RenderBufferData *_create_render_buffer_data() = 0;
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void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
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void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
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void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
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void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
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