diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_shadows_cube.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_shadows_cube.c | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cube.c b/source/blender/draw/engines/eevee/eevee_shadows_cube.c index b10c206703a..a355e7e0792 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cube.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cube.c @@ -116,12 +116,12 @@ bool EEVEE_shadows_cube_setup(EEVEE_LightsInfo *linfo, const EEVEE_Light *evli, /** * Anti-Aliasing jitter: Add random rotation. * - * The 2.0 factor is because texel angular size is not even across the cubemap, + * The 2.0 factor is because texel angular size is not even across the cube-map, * so we make the rotation range a bit bigger. * This will not blur the shadow even if the spread is too big since we are just - * rotating the shadow cubemap. + * rotating the shadow cube-map. * Note that this may be a rough approximation an may not converge to a perfectly - * smooth shadow (because sample distribution is quite non-uniform) but is enought + * smooth shadow (because sample distribution is quite non-uniform) but is enough * in practice. **/ /* NOTE: this has implication for spotlight rendering optimization @@ -202,11 +202,13 @@ void EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, for (int j = 0; j < 6; j++) { /* Optimization: Only render the needed faces. */ /* Skip all but -Z face. */ - if (evli->light_type == LA_SPOT && j != 5 && spot_angle_fit_single_face(evli)) + if (evli->light_type == LA_SPOT && j != 5 && spot_angle_fit_single_face(evli)) { continue; + } /* Skip +Z face. */ - if (evli->light_type != LA_LOCAL && j == 4) + if (evli->light_type != LA_LOCAL && j == 4) { continue; + } /* TODO(fclem) some cube sides can be invisible in the main views. Cull them. */ // if (frustum_intersect(g_data->cube_views[j], main_view)) // continue; @@ -220,4 +222,4 @@ void EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, } BLI_BITMAP_SET(&linfo->sh_cube_update[0], cube_index, false); -}
\ No newline at end of file +} |