Cleanup: spelling in comments & code

This commit is contained in:
Campbell Barton 2024-05-08 20:57:05 +10:00
parent e64d067c78
commit 3290e25dc4
4 changed files with 8 additions and 8 deletions

@ -1248,11 +1248,11 @@ struct ShadowRenderView {
* Use sign to determine with case we are in. * Use sign to determine with case we are in.
*/ */
float clip_distance_inv; float clip_distance_inv;
/* Viewport to submit the geometry of this tilemap view to. */ /** Viewport to submit the geometry of this tile-map view to. */
uint viewport_index; uint viewport_index;
/* True if comming from a sun light shadow. */ /** True if coming from a sun light shadow. */
bool32_t is_directionnal; bool32_t is_directional;
/* If directionnal, distance along the negative Z axis of the near clip in view space. */ /** If directional, distance along the negative Z axis of the near clip in view space. */
float clip_near; float clip_near;
}; };
BLI_STATIC_ASSERT_ALIGN(ShadowRenderView, 16) BLI_STATIC_ASSERT_ALIGN(ShadowRenderView, 16)

@ -135,7 +135,7 @@ void main()
view_infos_buf[view_index].wininv = inverse(winmat); view_infos_buf[view_index].wininv = inverse(winmat);
render_view_buf[view_index].viewport_index = viewport_index; render_view_buf[view_index].viewport_index = viewport_index;
render_view_buf[view_index].is_directionnal = !is_cubemap; render_view_buf[view_index].is_directional = !is_cubemap;
render_view_buf[view_index].clip_near = clip_near; render_view_buf[view_index].clip_near = clip_near;
/* Clipping setup. */ /* Clipping setup. */
if (tilemap_data.is_area_side) { if (tilemap_data.is_area_side) {

@ -115,8 +115,8 @@ void shadow_map_trace_hit_check(inout ShadowMapTracingState state, ShadowTracing
else { else {
/* Compute current occluder slope and record history for when the ray goes behind a surface. */ /* Compute current occluder slope and record history for when the ray goes behind a surface. */
vec2 delta = samp.occluder - state.occluder_history; vec2 delta = samp.occluder - state.occluder_history;
/* Clamping the slope to a mininim avoid light leaking. */ /* Clamping the slope to a minimum avoid light leaking. */
/* TODO(fclem): Expose as parameter? */ /* TODO(@fclem): Expose as parameter? */
const float min_slope = tan(M_PI * 0.25); const float min_slope = tan(M_PI * 0.25);
state.occluder_slope = max(min_slope, abs(delta.y / delta.x)); state.occluder_slope = max(min_slope, abs(delta.y / delta.x));
state.occluder_history = samp.occluder; state.occluder_history = samp.occluder;

@ -164,7 +164,7 @@ void shadow_viewport_layer_set(int view_id, int lod)
vec3 shadow_position_vector_get(vec3 view_position, ShadowRenderView view) vec3 shadow_position_vector_get(vec3 view_position, ShadowRenderView view)
{ {
if (view.is_directionnal) { if (view.is_directional) {
return vec3(0.0, 0.0, -view_position.z - view.clip_near); return vec3(0.0, 0.0, -view_position.z - view.clip_near);
} }
return view_position; return view_position;