diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-10-31 21:44:01 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-10-31 21:44:01 +0300 |
commit | 97a1561283d54e0e917c9285a44a0b92cd8cff8b (patch) | |
tree | 3fd8b49119e6065c40a411ce4694cb51cc220ca4 /source/blender | |
parent | f14315bac4fd1d400013a54abfc9be18e5e7744e (diff) |
Eevee: Cleanup: Remove TODOs about MSM
Soft shadows are supported in another manner, Multiple Shadow Maps are not
needed anymore.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lights.c | 13 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lamps_lib.glsl | 18 |
2 files changed, 11 insertions, 20 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 5293baaf149..a0426840bb9 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -363,7 +363,6 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob) if (la->mode & LA_SHADOW) { if (la->type == LA_SUN) { - int sh_nbr = 1; /* TODO : MSM */ int cascade_nbr = la->cascade_count; if ((linfo->gpu_cascade_len + sh_nbr) <= MAX_SHADOW_CASCADE) { @@ -378,16 +377,14 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob) /* Increment indices. */ linfo->gpu_shadow_len += 1; - linfo->gpu_cascade_len += sh_nbr; - linfo->num_cascade_layer += sh_nbr * cascade_nbr; + linfo->gpu_cascade_len += 1; + linfo->num_cascade_layer += cascade_nbr; linfo->cpu_cascade_len += 1; } } else if (la->type == LA_SPOT || la->type == LA_LOCAL || la->type == LA_AREA) { - int sh_nbr = 1; /* TODO : MSM */ - - if ((linfo->gpu_cube_len + sh_nbr) <= MAX_SHADOW_CUBE) { + if ((linfo->gpu_cube_len + 1) <= MAX_SHADOW_CUBE) { /* Save Light object. */ linfo->shadow_cube_ref[linfo->cpu_cube_len] = ob; @@ -412,8 +409,8 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob) /* Increment indices. */ linfo->gpu_shadow_len += 1; - linfo->gpu_cube_len += sh_nbr; - linfo->num_cube_layer += sh_nbr; + linfo->gpu_cube_len += 1; + linfo->num_cube_layer += 1; linfo->cpu_cube_len += 1; } diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl index b33f1a0572e..a2a26c0fbf0 100644 --- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl @@ -190,20 +190,14 @@ float light_visibility(LightData ld, vec3 W, ShadowData data = shadows_data[int(ld.l_shadowid)]; if (ld.l_type == SUN) { - /* TODO : MSM */ - // for (int i = 0; i < MAX_MULTI_SHADOW; ++i) { - vis *= shadow_cascade( - data, int(data.sh_data_start), - data.sh_tex_start, W); - // } + vis *= shadow_cascade( + data, int(data.sh_data_start), + data.sh_tex_start, W); } else { - /* TODO : MSM */ - // for (int i = 0; i < MAX_MULTI_SHADOW; ++i) { - vis *= shadow_cubemap( - data, shadows_cube_data[int(data.sh_data_start)], - data.sh_tex_start, W); - // } + vis *= shadow_cubemap( + data, shadows_cube_data[int(data.sh_data_start)], + data.sh_tex_start, W); } #ifndef VOLUMETRICS |