[Bf-blender-cvs] [97a1561283d] blender2.8: Eevee: Cleanup: Remove TODOs about MSM

Clément Foucault noreply at git.blender.org
Wed Oct 31 19:44:17 CET 2018


Commit: 97a1561283d54e0e917c9285a44a0b92cd8cff8b
Author: Clément Foucault
Date:   Wed Oct 31 19:44:01 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB97a1561283d54e0e917c9285a44a0b92cd8cff8b

Eevee: Cleanup: Remove TODOs about MSM

Soft shadows are supported in another manner, Multiple Shadow Maps are not
needed anymore.

===================================================================

M	source/blender/draw/engines/eevee/eevee_lights.c
M	source/blender/draw/engines/eevee/shaders/lamps_lib.glsl

===================================================================

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



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