Eevee: Cleanup: Remove TODOs about MSM

Soft shadows are supported in another manner, Multiple Shadow Maps are not
needed anymore.
This commit is contained in:
Clément Foucault 2018-10-31 19:44:01 +01:00
parent f14315bac4
commit 97a1561283
2 changed files with 11 additions and 20 deletions

View File

@ -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;
}

View File

@ -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