Eevee: Cleanup: Remove TODOs about MSM
Soft shadows are supported in another manner, Multiple Shadow Maps are not needed anymore.
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@ -363,7 +363,6 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
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if (la->mode & LA_SHADOW) {
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if (la->type == LA_SUN) {
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int sh_nbr = 1; /* TODO : MSM */
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int cascade_nbr = la->cascade_count;
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if ((linfo->gpu_cascade_len + sh_nbr) <= MAX_SHADOW_CASCADE) {
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@ -378,16 +377,14 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
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/* Increment indices. */
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linfo->gpu_shadow_len += 1;
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linfo->gpu_cascade_len += sh_nbr;
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linfo->num_cascade_layer += sh_nbr * cascade_nbr;
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linfo->gpu_cascade_len += 1;
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linfo->num_cascade_layer += cascade_nbr;
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linfo->cpu_cascade_len += 1;
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}
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}
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else if (la->type == LA_SPOT || la->type == LA_LOCAL || la->type == LA_AREA) {
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int sh_nbr = 1; /* TODO : MSM */
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if ((linfo->gpu_cube_len + sh_nbr) <= MAX_SHADOW_CUBE) {
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if ((linfo->gpu_cube_len + 1) <= MAX_SHADOW_CUBE) {
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/* Save Light object. */
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linfo->shadow_cube_ref[linfo->cpu_cube_len] = ob;
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@ -412,8 +409,8 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
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/* Increment indices. */
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linfo->gpu_shadow_len += 1;
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linfo->gpu_cube_len += sh_nbr;
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linfo->num_cube_layer += sh_nbr;
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linfo->gpu_cube_len += 1;
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linfo->num_cube_layer += 1;
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linfo->cpu_cube_len += 1;
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}
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@ -190,20 +190,14 @@ float light_visibility(LightData ld, vec3 W,
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ShadowData data = shadows_data[int(ld.l_shadowid)];
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if (ld.l_type == SUN) {
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/* TODO : MSM */
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// for (int i = 0; i < MAX_MULTI_SHADOW; ++i) {
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vis *= shadow_cascade(
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data, int(data.sh_data_start),
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data.sh_tex_start, W);
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// }
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vis *= shadow_cascade(
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data, int(data.sh_data_start),
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data.sh_tex_start, W);
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}
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else {
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/* TODO : MSM */
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// for (int i = 0; i < MAX_MULTI_SHADOW; ++i) {
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vis *= shadow_cubemap(
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data, shadows_cube_data[int(data.sh_data_start)],
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data.sh_tex_start, W);
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// }
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vis *= shadow_cubemap(
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data, shadows_cube_data[int(data.sh_data_start)],
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data.sh_tex_start, W);
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}
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#ifndef VOLUMETRICS
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