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