summaryrefslogtreecommitdiff
path: root/scene/main/viewport.h
diff options
context:
space:
mode:
authorreduz <reduzio@gmail.com>2021-01-24 16:00:20 -0300
committerreduz <reduzio@gmail.com>2021-01-24 20:17:28 -0300
commita9beb7aa8c9e81c57ff4c9753c846bf14c5a1620 (patch)
treea171779287d4244f016863f32b5ec3dd106e8d9d /scene/main/viewport.h
parent6fe342478b7203ca36fdbaa34a31618c5bba42ce (diff)
Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
Diffstat (limited to 'scene/main/viewport.h')
-rw-r--r--scene/main/viewport.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/scene/main/viewport.h b/scene/main/viewport.h
index 7473b6937f..17d4835c63 100644
--- a/scene/main/viewport.h
+++ b/scene/main/viewport.h
@@ -297,6 +297,7 @@ private:
DebugDraw debug_draw;
int shadow_atlas_size;
+ bool shadow_atlas_16_bits = true;
ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
MSAA msaa;
@@ -537,6 +538,9 @@ public:
void set_shadow_atlas_size(int p_size);
int get_shadow_atlas_size() const;
+ void set_shadow_atlas_16_bits(bool p_16_bits);
+ bool get_shadow_atlas_16_bits() const;
+
void set_shadow_atlas_quadrant_subdiv(int p_quadrant, ShadowAtlasQuadrantSubdiv p_subdiv);
ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const;