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authorThomas Herzog <therzog@mail.de>2018-08-06 18:26:17 +0200
committerThomas Herzog <therzog@mail.de>2018-08-08 17:09:44 +0200
commit73fe08be2e378384d76ec48cf3647f2b950b52b3 (patch)
tree471c8878da39a66daef09366257a516902580bcf /drivers/gles2/rasterizer_scene_gles2.h
parent6ffd2d3529eaac30031874c24aa1c97809166421 (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.h16
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);