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authorClément Foucault <foucault.clem@gmail.com>2018-10-28 23:41:40 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-28 23:48:22 +0300
commitb8331b79e63cfd80b5a18460e3988fe17fb01fb8 (patch)
treeeb38a4ed54466f4fce5fa6148c35e410f77585e9 /source/blender/draw/engines/eevee/eevee_private.h
parent2c545c0409a9bd44e815dbbd4eb7038797e65b23 (diff)
Eevee: Implement jittered soft shadowmap
This new option is located in the shadows options in the render settings. This approach is simple and just randomize the shadow map position (not the lamp itself) and just let the temporal supersampling do the average of all the shadowing. The downside is that is needs quite a large number of samples to give smooth results and individual sample position can remain visible. Enabling this option will make the viewport refresh all shadow maps every redraw so it has a serious performance impact. This approach is not physicaly based at all and will not match cycles. ---- The sampling for point lamps (spheres) is not
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_private.h')
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 7a0180074f5..fbabf86074e 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -413,7 +413,7 @@ typedef struct EEVEE_LampsInfo {
int cpu_cube_len, cpu_cascade_len;
int update_flag;
int shadow_cube_size, shadow_cascade_size, shadow_method;
- bool shadow_high_bitdepth;
+ bool shadow_high_bitdepth, soft_shadows;
int shadow_cube_store_size;
int current_shadow_cascade;
int current_shadow_face;
@@ -852,9 +852,9 @@ void EEVEE_lights_cache_shcaster_material_add(
struct GPUMaterial *gpumat, struct GPUBatch *geom, struct Object *ob,
float *alpha_threshold);
void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
-void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata);
-void EEVEE_lights_update(EEVEE_ViewLayerData *sldata);
-void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl);
+void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lights_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lights_free(void);