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authorClément Foucault <foucault.clem@gmail.com>2018-03-02 20:35:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-02 20:35:59 +0300
commitc43d51c1c2c7c811a30a26ebc1fcdf7af6c0c0c0 (patch)
tree6922f2f7808ca3cd22a72056940ae099e15bab5f /source/blender/draw
parent9b47ad2974bac14342f09ad16176d8dc5452840d (diff)
Eevee: Make use of culling when rendering the shadowmaps.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c98
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h1
3 files changed, 83 insertions, 22 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index b69823b60c3..11eebb517e2 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -1246,13 +1246,13 @@ static void render_scene_to_planar(
DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV);
+ /* Be sure that cascaded shadow maps are updated. */
+ EEVEE_draw_shadows(sldata, psl);
+
/* Since we are rendering with an inverted view matrix, we need
* to invert the facing for backface culling to be the same. */
DRW_state_invert_facing();
- /* Be sure that cascaded shadow maps are updated. */
- EEVEE_draw_shadows(sldata, psl);
-
DRW_state_clip_planes_add(clip_plane);
/* Attach depth here since it's a DRW_TEX_TEMP */
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 9eb6a761e1d..622c7bc95d5 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -26,6 +26,7 @@
#include "DRW_render.h"
#include "BLI_dynstr.h"
+#include "BLI_rect.h"
#include "BKE_object.h"
@@ -710,7 +711,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
}
/* Lamps Matrices */
- float viewmat[4][4], projmat[4][4];
+ float (*viewmat)[4], projmat[4][4];
int sh_nbr = 1; /* TODO : MSM */
int cascade_nbr = la->cascade_count;
@@ -719,6 +720,13 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
EEVEE_Shadow *ubo_data = linfo->shadow_data + sh_data->shadow_id;
EEVEE_ShadowCascade *cascade_data = linfo->shadow_cascade_data + sh_data->cascade_id;
+ /* obmat = Object Space > World Space */
+ /* viewmat = World Space > View Space */
+ invert_m4_m4(sh_data->clipmat[DRW_MAT_VIEW], ob->obmat);
+ viewmat = sh_data->clipmat[DRW_MAT_VIEW];
+ normalize_m4(viewmat);
+ invert_m4_m4(sh_data->clipmat[DRW_MAT_VIEWINV], viewmat);
+
/* The technique consists into splitting
* the view frustum into several sub-frustum
* that are individually receiving one shadow map */
@@ -817,6 +825,7 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
cascade_data->split_start[0] = LERP(la->cascade_fade, cascade_data->split_end[cascade_nbr - 1], prev_split);
/* For each cascade */
+ rctf rect_clip, rect_cascade;
for (int c = 0; c < cascade_nbr; ++c) {
/* Given 8 frustum corners */
float corners[8][3] = {
@@ -841,11 +850,6 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
frustum_min_bounding_sphere(corners, center, &(sh_data->radius[c]));
/* Project into lightspace */
- invert_m4_m4(viewmat, ob->obmat);
- normalize_v3(viewmat[0]);
- normalize_v3(viewmat[1]);
- normalize_v3(viewmat[2]);
-
mul_mat3_m4_v3(viewmat, center);
/* Snap projection center to nearest texel to cancel shimmering. */
@@ -865,17 +869,32 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
add_v2_v2(center, shadow_texco);
/* Expand the projection to cover frustum range */
+ BLI_rctf_init_pt_radius(&rect_cascade, center, sh_data->radius[c]);
orthographic_m4(projmat,
- center[0] - sh_data->radius[c],
- center[0] + sh_data->radius[c],
- center[1] - sh_data->radius[c],
- center[1] + sh_data->radius[c],
+ rect_cascade.xmin, rect_cascade.xmax,
+ rect_cascade.ymin, rect_cascade.ymax,
la->clipsta, la->clipend);
+ if (c == 0) {
+ memcpy(&rect_clip, &rect_cascade, sizeof(rect_clip));
+ }
+ else {
+ BLI_rctf_union(&rect_clip, &rect_cascade);
+ }
+
mul_m4_m4m4(sh_data->viewprojmat[c], projmat, viewmat);
mul_m4_m4m4(cascade_data->shadowmat[c], texcomat, sh_data->viewprojmat[c]);
}
+ /* Clipping mats */
+ orthographic_m4(sh_data->clipmat[DRW_MAT_WIN],
+ rect_clip.xmin, rect_clip.xmax,
+ rect_clip.ymin, rect_clip.ymax,
+ la->clipsta, la->clipend);
+ mul_m4_m4m4(sh_data->clipmat[DRW_MAT_PERS], sh_data->clipmat[DRW_MAT_WIN], viewmat);
+ invert_m4_m4(sh_data->clipmat[DRW_MAT_WININV], sh_data->clipmat[DRW_MAT_WIN]);
+ invert_m4_m4(sh_data->clipmat[DRW_MAT_PERSINV], sh_data->clipmat[DRW_MAT_PERS]);
+
ubo_data->bias = 0.05f * la->bias;
ubo_data->near = la->clipsta;
ubo_data->far = la->clipend;
@@ -977,6 +996,37 @@ void EEVEE_lights_update(EEVEE_ViewLayerData *sldata)
}
}
+static void eevee_shadows_cube_culling_frustum(EEVEE_ShadowRender *srd)
+{
+ float persmat[4][4], persinv[4][4];
+ float viewmat[4][4], viewinv[4][4];
+ float winmat[4][4], wininv[4][4];
+ orthographic_m4(winmat, -srd->clip_far, srd->clip_far, -srd->clip_far, srd->clip_far, -srd->clip_far, srd->clip_far);
+ DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN);
+
+ invert_m4_m4(wininv, winmat);
+ DRW_viewport_matrix_override_set(wininv, DRW_MAT_WININV);
+
+ unit_m4(viewmat);
+ negate_v3_v3(viewmat[3], srd->position);
+ DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW);
+
+ unit_m4(viewinv);
+ copy_v3_v3(viewinv[3], srd->position);
+ DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV);
+
+ mul_m4_m4m4(persmat, winmat, viewmat);
+ DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS);
+
+ invert_m4_m4(persinv, persmat);
+ DRW_viewport_matrix_override_set(persinv, DRW_MAT_PERSINV);
+}
+
+static void eevee_shadows_cascade_culling_frustum(EEVEE_ShadowCascadeData *evscd)
+{
+ DRW_viewport_matrix_override_set_all((DRWMatrixState *)evscd->clipmat);
+}
+
/* this refresh lamps shadow buffers */
void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
{
@@ -985,6 +1035,11 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
int i;
float clear_col[4] = {FLT_MAX};
+ DRWMatrixState saved_mats;
+
+ /* We need to save the Matrices before overidding them */
+ DRW_viewport_matrix_get_all(&saved_mats);
+
/* Cube Shadow Maps */
DRW_stats_group_start("Cube Shadow Maps");
DRW_framebuffer_texture_attach(sldata->shadow_target_fb, sldata->shadow_cube_target, 0, 0);
@@ -993,9 +1048,6 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
Lamp *la = (Lamp *)ob->data;
- float cube_projmat[4][4];
- perspective_m4(cube_projmat, -la->clipsta, la->clipsta, -la->clipsta, la->clipsta, la->clipsta, la->clipend);
-
if (!led->need_update) {
continue;
}
@@ -1003,20 +1055,24 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
EEVEE_ShadowCubeData *evscd = &led->data.scd;
+ float cube_projmat[4][4];
+ float cube_viewmat[4][4];
+ perspective_m4(cube_projmat, -la->clipsta, la->clipsta, -la->clipsta, la->clipsta, la->clipsta, la->clipend);
+ unit_m4(cube_viewmat);
+
srd->clip_near = la->clipsta;
srd->clip_far = la->clipend;
copy_v3_v3(srd->position, ob->obmat[3]);
- for (int j = 0; j < 6; j++) {
- float tmp[4][4];
-
- unit_m4(tmp);
- negate_v3_v3(tmp[3], ob->obmat[3]);
- mul_m4_m4m4(srd->viewmat[j], cubefacemat[j], tmp);
+ negate_v3_v3(cube_viewmat[3], srd->position);
+ for (int j = 0; j < 6; j++) {
+ mul_m4_m4m4(srd->viewmat[j], cubefacemat[j], cube_viewmat);
mul_m4_m4m4(srd->shadowmat[j], cube_projmat, srd->viewmat[j]);
}
DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd);
+ eevee_shadows_cube_culling_frustum(srd);
+
DRW_framebuffer_bind(sldata->shadow_target_fb);
DRW_framebuffer_clear(true, true, false, clear_col, 1.0f);
@@ -1095,6 +1151,8 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
DRW_framebuffer_bind(sldata->shadow_target_fb);
DRW_framebuffer_clear(false, true, false, NULL, 1.0);
+ eevee_shadows_cascade_culling_frustum(evscd);
+
/* Render shadow cascades */
linfo->shadow_instance_count = la->cascade_count;
DRW_draw_pass(psl->shadow_pass);
@@ -1147,6 +1205,8 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
DRW_framebuffer_texture_detach(sldata->shadow_cascade_target);
DRW_stats_group_end();
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+
DRW_uniformbuffer_update(sldata->light_ubo, &linfo->light_data);
DRW_uniformbuffer_update(sldata->shadow_ubo, &linfo->shadow_data); /* Update all data at once */
}
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index fa23d6f72ef..8b035e97bf4 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -655,6 +655,7 @@ typedef struct EEVEE_ShadowCubeData {
typedef struct EEVEE_ShadowCascadeData {
short light_id, shadow_id, cascade_id, layer_id;
float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */
+ float clipmat[DRW_MAT_COUNT][4][4]; /* Override matrices used for clipping. */
float radius[MAX_CASCADE_NUM];
} EEVEE_ShadowCascadeData;