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@@ -248,10 +248,8 @@ public:
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ShaderVariation* GetShader(const String& name, const String& extension, bool checkExists) const;
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/// Choose shaders for a batch.
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void SetBatchShaders(Batch& batch, Technique* technique, Pass* pass, bool allowShadows = true);
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- /// Allocate a shadow camera and a scene node for it.
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+ /// Allocate a temporary shadow camera and a scene node for it.
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Camera* CreateShadowCamera();
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- /// Allocate a temporary scene node for attaching a split light or a shadow camera.
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- Node* CreateTempNode();
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/// Ensure sufficient size of the instancing vertex buffer. Return true if successful.
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bool ResizeInstancingBuffer(unsigned numInstances);
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/// Reset shadow map allocation counts.
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@@ -309,10 +307,8 @@ private:
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SharedPtr<ShaderVariation> stencilVS_;
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/// Stencil rendering pixel shader.
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SharedPtr<ShaderVariation> stencilPS_;
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- /// Reusable shadow cameras.
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- Vector<SharedPtr<Camera> > shadowCameraStore_;
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- /// Reusable temporary scene nodes.
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- Vector<SharedPtr<Node> > tempNodeStore_;
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+ /// Reusable scene nodes with shadow camera components.
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+ Vector<SharedPtr<Node> > shadowCameraNodes_;
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/// Occlusion buffers.
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HashMap<int, SharedPtr<OcclusionBuffer> > occlusionBuffers_;
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/// Shadow maps by resolution.
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@@ -367,10 +363,8 @@ private:
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float occluderSizeThreshold_;
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/// Number of views.
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unsigned numViews_;
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- /// Number of shadow cameras.
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+ /// Number of temporary shadow cameras.
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unsigned numShadowCameras_;
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- /// Number of temporary scene nodes.
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- unsigned numTempNodes_;
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/// Number of primitives (3D geometry only.)
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unsigned numPrimitives_;
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/// Number of batches (3D geometry only.)
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