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authorclayjohn <claynjohn@gmail.com>2022-10-18 17:59:31 -0700
committerclayjohn <claynjohn@gmail.com>2022-10-28 11:33:23 -0700
commit2ec234ff67496c1410df2ab14c03e144889adc8d (patch)
tree6dccea8038d37fb352dacfd7cf1c688eb11c0316 /servers/rendering/renderer_rd
parent282e50ac88bb02923ef6188015c121eea6c9286a (diff)
Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation Performance will improve later
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp3
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h2
2 files changed, 2 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index dc0214e307..cbc5cc337c 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1914,11 +1914,12 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve
}
}
- //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
+ //if same buffer len is being set, just use buffer_update to avoid a pipeline flush
if (oc->vertex_array.is_null()) {
//create from scratch
//vertices
+ // TODO: geometry is always of length lc * 6 * sizeof(float), so in doubles builds this will receive half the data it needs
oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
Vector<RID> buffer;
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 4f1f77af5e..d1f3c9ec6a 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -459,8 +459,6 @@ public:
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used);
- void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
-
virtual void set_shadow_texture_size(int p_size);
void set_time(double p_time);