Cleanup: style, duplicate includes
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@@ -128,8 +128,8 @@ void EEVEE_lights_init(EEVEE_SceneLayerData *sldata)
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EEVEE_LampsInfo *linfo = sldata->lamps;
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if ((linfo->shadow_size != sh_size) ||
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(linfo->shadow_method != sh_method) ||
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(linfo->shadow_high_bitdepth != sh_high_bitdepth))
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(linfo->shadow_method != sh_method) ||
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(linfo->shadow_high_bitdepth != sh_high_bitdepth))
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{
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BLI_assert((sh_size > 0) && (sh_size <= 8192));
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DRW_TEXTURE_FREE_SAFE(sldata->shadow_pool);
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@@ -242,7 +242,7 @@ void EEVEE_lights_cache_add(EEVEE_SceneLayerData *sldata, Object *ob)
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MEM_SAFE_FREE(led->storage);
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if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) {
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if (la->type == LA_SUN) {
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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 = MAX_CASCADE_NUM; /* TODO : Custom cascade number */
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@@ -463,12 +463,12 @@ static void eevee_light_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngi
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/* Make illumination power constant */
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if (la->type == LA_AREA) {
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power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) /* 1/(w*h*Pi) */
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* 80.0f; /* XXX : Empirical, Fit cycles power */
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power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) * /* 1/(w*h*Pi) */
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80.0f; /* XXX : Empirical, Fit cycles power */
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}
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else if (la->type == LA_SPOT || la->type == LA_LOCAL) {
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power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) /* 1/(4*r²*Pi²) */
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* M_PI * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */
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power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) * /* 1/(4*r²*Pi²) */
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M_PI * M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */
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/* for point lights (a.k.a radius == 0.0) */
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// power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */
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@@ -525,7 +525,7 @@ static void frustum_min_bounding_sphere(const float corners[8][4], float r_cente
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/* compute the bounding box */
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INIT_MINMAX(minvec, maxvec);
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for (int i = 0; i < 8; ++i) {
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for (int i = 0; i < 8; ++i) {
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minmax_v3v3_v3(minvec, maxvec, corners[i]);
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}
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@@ -542,7 +542,7 @@ static void frustum_min_bounding_sphere(const float corners[8][4], float r_cente
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/* Search the largest distance between the sphere center
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* and the front plane corners. */
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for (int i = 0; i < 4; ++i) {
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float rad = len_v3v3(corners[4+i], r_center);
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float rad = len_v3v3(corners[4 + i], r_center);
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if (rad > *r_radius) {
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*r_radius = rad;
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}
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@@ -648,11 +648,11 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
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else {
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cascade_data->split_start[c] = linear_split;
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}
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cascade_data->split_end[c-1] = cascade_data->split_start[c];
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cascade_data->split_end[c - 1] = cascade_data->split_start[c];
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/* Add some overlap for smooth transition */
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cascade_data->split_start[c] = LERP(la->cascade_fade, cascade_data->split_end[c-1],
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(c > 1) ? cascade_data->split_end[c-2] : cascade_data->split_start[0]);
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cascade_data->split_start[c] = LERP(la->cascade_fade, cascade_data->split_end[c - 1],
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(c > 1) ? cascade_data->split_end[c - 2] : cascade_data->split_start[0]);
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/* NDC Space */
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{
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@@ -667,20 +667,20 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
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}
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{
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float p[4] = {1.0f, 1.0f, cascade_data->split_end[c-1], 1.0f};
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float p[4] = {1.0f, 1.0f, cascade_data->split_end[c - 1], 1.0f};
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/* TODO: we don't need full m4 multiply here */
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mul_m4_v4(viewprojmat, p);
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splits_end_ndc[c-1] = p[2];
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splits_end_ndc[c - 1] = p[2];
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if (is_persp) {
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splits_end_ndc[c-1] /= p[3];
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splits_end_ndc[c - 1] /= p[3];
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}
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}
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}
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/* Set last cascade split fade distance into the first split_start. */
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float prev_split = (cascade_nbr > 1) ? cascade_data->split_end[cascade_nbr-2] : cascade_data->split_start[0];
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cascade_data->split_start[0] = LERP(la->cascade_fade, cascade_data->split_end[cascade_nbr-1], prev_split);
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float prev_split = (cascade_nbr > 1) ? cascade_data->split_end[cascade_nbr - 2] : cascade_data->split_start[0];
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cascade_data->split_start[0] = LERP(la->cascade_fade, cascade_data->split_end[cascade_nbr - 1], prev_split);
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/* For each cascade */
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for (int c = 0; c < cascade_nbr; ++c) {
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@@ -699,7 +699,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
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};
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/* Transform them into world space */
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for (int i = 0; i < 8; ++i) {
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for (int i = 0; i < 8; ++i) {
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mul_m4_v4(persinv, corners[i]);
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mul_v3_fl(corners[i], 1.0f / corners[i][3]);
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corners[i][3] = 1.0f;
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@@ -712,7 +712,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
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normalize_v3(viewmat[1]);
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normalize_v3(viewmat[2]);
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for (int i = 0; i < 8; ++i) {
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for (int i = 0; i < 8; ++i) {
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mul_m4_v4(viewmat, corners[i]);
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}
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@@ -779,8 +779,8 @@ static bool cube_bbox_intersect(const float cube_center[3], float cube_half_dim,
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minmax_v3v3_v3(min, max, vec);
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}
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if (MAX3(max[0], max[1], max[2]) < -cube_half_dim) return false;
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if (MIN3(min[0], min[1], min[2]) > cube_half_dim) return false;
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if (MAX3(max[0], max[1], max[2]) < -cube_half_dim) return false;
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if (MIN3(min[0], min[1], min[2]) > cube_half_dim) return false;
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return true;
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}
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