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:
Clément Foucault
2018-05-04 17:33:16 +02:00
parent bb063ec31e
commit 3f6fac91ff

View File

@@ -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;