diff options
author | Thomas Herzog <therzog@mail.de> | 2018-08-06 18:26:17 +0200 |
---|---|---|
committer | Thomas Herzog <therzog@mail.de> | 2018-08-08 17:09:44 +0200 |
commit | 73fe08be2e378384d76ec48cf3647f2b950b52b3 (patch) | |
tree | 471c8878da39a66daef09366257a516902580bcf /drivers/gles2/rasterizer_scene_gles2.h | |
parent | 6ffd2d3529eaac30031874c24aa1c97809166421 (diff) |
GLES2 refactors
This commit unhacks some parts of the 3D rendering.
Most notably:
- possibility to use negative texture units
(no longer weird manual index allocation for user samplers)
- refactoring of light code, now sorts in a different way,
should yield better performance
- fixes a crash while saving (because of "Illegal instruction" execution)
when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB).
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.h')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 16 |
1 files changed, 14 insertions, 2 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 0ce7e9ae97..f47d1f1d4e 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -545,11 +545,23 @@ public: void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass); void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass); - void _render_render_list(RenderList::Element **p_elements, int p_element_count, const RID *p_light_cull_result, int p_light_cull_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows); + void _render_render_list(RenderList::Element **p_elements, int p_element_count, + const RID *p_directional_lights, int p_directional_light_count, + const Transform &p_view_transform, + const CameraMatrix &p_projection, + RID p_shadow_atlas, + Environment *p_env, + GLuint p_base_env, + float p_shadow_bias, + float p_shadow_normal_bias, + bool p_reverse_cull, + bool p_alpha_pass, + bool p_shadow, + bool p_directional_add); void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy); - void _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_use_radiance_map, bool p_reverse_cull, bool p_shadow_atlas = false, bool p_skeleton_tex = false, Size2i p_skeleton_tex_size = Size2i(0, 0)); + void _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, Size2i p_skeleton_tex_size = Size2i(0, 0)); void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton); void _render_geometry(RenderList::Element *p_element); |