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authorClément Foucault <foucault.clem@gmail.com>2018-10-31 21:44:01 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-31 21:44:01 +0300
commit97a1561283d54e0e917c9285a44a0b92cd8cff8b (patch)
tree3fd8b49119e6065c40a411ce4694cb51cc220ca4 /source/blender
parentf14315bac4fd1d400013a54abfc9be18e5e7744e (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.c13
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl18
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