Eevee: Make use of culling when rendering the shadowmaps.

This commit is contained in:
Clément Foucault 2018-03-02 18:35:25 +01:00
parent 9b47ad2974
commit c43d51c1c2
3 changed files with 83 additions and 22 deletions

View File

@ -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 */

View File

@ -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]);
negate_v3_v3(cube_viewmat[3], srd->position);
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);
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 */
}

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@ -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;