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authorClément Foucault <foucault.clem@gmail.com>2018-05-04 18:33:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-04 20:09:12 +0300
commit3f6fac91ff45fd5332216958283ddeac280dbbfc (patch)
tree83879b3f535a501029cec4a05d2842bb4f08fd89 /source/blender/draw/engines/eevee/eevee_lights.c
parentbb063ec31e388b18ea9e94629a66fa8d0612c853 (diff)
Eevee: Fix Cascaded shadow map calculation.
The first one was done correctly but the second was wrong due to the matrix being overwritten.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c66
1 files changed, 24 insertions, 42 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index c7dedbeba1a..a467566f0db 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -494,10 +494,9 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata)
linfo->update_flag |= LIGHT_UPDATE_SHADOW_CUBE;
}
- if (linfo->num_cube_layer != linfo->cache_num_cube_layer) {
- DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool);
- linfo->cache_num_cube_layer = linfo->num_cube_layer;
- linfo->update_flag |= LIGHT_UPDATE_SHADOW_CUBE;
+ if (linfo->num_cascade_layer != linfo->cache_num_cascade_layer) {
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool);
+ linfo->cache_num_cascade_layer = linfo->num_cascade_layer;
}
switch (linfo->shadow_method) {
@@ -517,9 +516,16 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata)
}
if (!sldata->shadow_cube_pool) {
sldata->shadow_cube_pool = DRW_texture_create_2D_array(
- linfo->shadow_cube_store_size, linfo->shadow_cube_store_size, max_ff(1, linfo->num_cube_layer),
+ linfo->shadow_cube_store_size, linfo->shadow_cube_store_size, max_ii(1, linfo->num_cube_layer),
shadow_pool_format, DRW_TEX_FILTER, NULL);
}
+ GPU_framebuffer_ensure_config(&sldata->shadow_cube_target_fb, {
+ GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_target)
+ });
+ GPU_framebuffer_ensure_config(&sldata->shadow_cube_store_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_pool)
+ });
/* CSM */
if (!sldata->shadow_cascade_target) {
@@ -530,24 +536,12 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata)
}
if (!sldata->shadow_cascade_pool) {
sldata->shadow_cascade_pool = DRW_texture_create_2D_array(
- linfo->shadow_cascade_size, linfo->shadow_cascade_size, max_ff(1, linfo->num_cascade_layer),
+ linfo->shadow_cascade_size, linfo->shadow_cascade_size, max_ii(1, linfo->num_cascade_layer),
shadow_pool_format, DRW_TEX_FILTER, NULL);
}
-
- /* Render FB */
- GPU_framebuffer_ensure_config(&sldata->shadow_cube_target_fb, {
- GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_target)
- });
GPU_framebuffer_ensure_config(&sldata->shadow_cascade_target_fb, {
GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_target)
});
-
- /* Storage FB */
- GPU_framebuffer_ensure_config(&sldata->shadow_cube_store_fb, {
- GPU_ATTACHMENT_NONE,
- GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_pool)
- });
-
GPU_framebuffer_ensure_config(&sldata->shadow_cascade_store_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_pool)
@@ -712,30 +706,16 @@ static void frustum_min_bounding_sphere(const float corners[8][3], float r_cente
#endif
}
-static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
+static void eevee_shadow_cascade_setup(
+ Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led,
+ DRWMatrixState *saved_mats, float view_near, float view_far)
{
Lamp *la = (Lamp *)ob->data;
/* Camera Matrices */
- float persmat[4][4], persinv[4][4];
- float viewprojmat[4][4], projinv[4][4];
- float view_near, view_far;
- float near_v[4] = {0.0f, 0.0f, -1.0f, 1.0f};
- float far_v[4] = {0.0f, 0.0f, 1.0f, 1.0f};
+ float (*persinv)[4] = saved_mats->mat[DRW_MAT_PERSINV];
+ float (*vp_projmat)[4] = saved_mats->mat[DRW_MAT_WIN];
bool is_persp = DRW_viewport_is_persp_get();
- DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
- invert_m4_m4(persinv, persmat);
- /* FIXME : Get near / far from Draw manager? */
- DRW_viewport_matrix_get(viewprojmat, DRW_MAT_WIN);
- invert_m4_m4(projinv, viewprojmat);
- mul_m4_v4(projinv, near_v);
- mul_m4_v4(projinv, far_v);
- view_near = near_v[2];
- view_far = far_v[2]; /* TODO: Should be a shadow parameter */
- if (is_persp) {
- view_near /= near_v[3];
- view_far /= far_v[3];
- }
/* Lamps Matrices */
int sh_nbr = 1; /* TODO : MSM */
@@ -786,7 +766,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
/* Nearest plane */
float p[4] = {1.0f, 1.0f, csm_start, 1.0f};
/* TODO: we don't need full m4 multiply here */
- mul_m4_v4(viewprojmat, p);
+ mul_m4_v4(vp_projmat, p);
splits_start_ndc[0] = p[2];
if (is_persp) {
splits_start_ndc[0] /= p[3];
@@ -797,7 +777,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
/* Farthest plane */
float p[4] = {1.0f, 1.0f, csm_end, 1.0f};
/* TODO: we don't need full m4 multiply here */
- mul_m4_v4(viewprojmat, p);
+ mul_m4_v4(vp_projmat, p);
splits_end_ndc[cascade_nbr - 1] = p[2];
if (is_persp) {
splits_end_ndc[cascade_nbr - 1] /= p[3];
@@ -828,7 +808,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
{
float p[4] = {1.0f, 1.0f, cascade_data->split_start[c], 1.0f};
/* TODO: we don't need full m4 multiply here */
- mul_m4_v4(viewprojmat, p);
+ mul_m4_v4(vp_projmat, p);
splits_start_ndc[c] = p[2];
if (is_persp) {
@@ -839,7 +819,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
{
float p[4] = {1.0f, 1.0f, cascade_data->split_end[c - 1], 1.0f};
/* TODO: we don't need full m4 multiply here */
- mul_m4_v4(viewprojmat, p);
+ mul_m4_v4(vp_projmat, p);
splits_end_ndc[c - 1] = p[2];
if (is_persp) {
@@ -1145,6 +1125,8 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
DRW_stats_group_end();
DRW_viewport_matrix_override_set_all(&saved_mats);
+ float near = DRW_viewport_near_distance_get();
+ float far = DRW_viewport_far_distance_get();
/* Cascaded Shadow Maps */
DRW_stats_group_start("Cascaded Shadow Maps");
@@ -1164,7 +1146,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
float (*viewmat)[4] = render_mats.mat[DRW_MAT_VIEW];
float (*persmat)[4] = render_mats.mat[DRW_MAT_PERS];
- eevee_shadow_cascade_setup(ob, linfo, led);
+ eevee_shadow_cascade_setup(ob, linfo, led, &saved_mats, near, far);
srd->clip_near = la->clipsta;
srd->clip_far = la->clipend;