Age | Commit message (Collapse) | Author |
|
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
|
|
- Use only one 2d texture array to store all shadowmaps.
- Allow to change shadow maps resolution.
- Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
|
|
|
|
Added exponent parameter to tweak light bleeding.
Added depth bias to the shadow test.
Added better blurring using 32 samples.
|
|
Also fixes the rendering of depth.
|
|
We render linear distance to the light in a R32 texture and store it into an octahedron projection inside a 2D texture array.
This render the sampling function much more simpler and without edge artifacts.
|
|
Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.
Support Projection Shadow Map for sun like in old BI/BGE.
Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.
Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
|