Improved shadow rendering efficiency

-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
This commit is contained in:
reduz
2020-12-18 18:56:14 -03:00
parent 7ad29ed64e
commit 7bf90c7888
5 changed files with 59 additions and 18 deletions

View File

@ -6,6 +6,7 @@
#include <math.h>
#include <string.h>
#ifndef TRACE
#define TRACE 0
#endif
@ -332,8 +333,11 @@ struct Vector3
{
float x, y, z;
};
// -- GODOT start --
//static void rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
// -- GODOT end --
static void rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
{
size_t vertex_stride_float = vertex_positions_stride / sizeof(float);
@ -371,6 +375,10 @@ static void rescalePositions(Vector3* result, const float* vertex_positions_data
result[i].y = (result[i].y - minv[1]) * scale;
result[i].z = (result[i].z - minv[2]) * scale;
}
// -- GODOT start --
return extent;
// -- GODOT end --
}
struct Quadric
@ -1190,7 +1198,10 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
#endif
Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count);
rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
// -- GODOT start --
//rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
float extent = rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
// -- GODOT end --
Quadric* vertex_quadrics = allocator.allocate<Quadric>(vertex_count);
memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric));
@ -1294,7 +1305,7 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
// -- GODOT start --
if (r_resulting_error) {
*r_resulting_error = sqrt(worst_error);
*r_resulting_error = sqrt(worst_error) * extent;
}
// -- GODOT end --