[Bf-blender-cvs] [3d17ece5392] blender2.8: Eevee: Start Implementation of Cascaded Shadow Maps
Clément Foucault
noreply at git.blender.org
Thu Apr 20 13:07:59 CEST 2017
Commit: 3d17ece53924aae7289d279bf139ca444dd5bf82
Author: Clément Foucault
Date: Thu Apr 20 13:07:24 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB3d17ece53924aae7289d279bf139ca444dd5bf82
Eevee: Start Implementation of Cascaded Shadow Maps
===================================================================
M source/blender/draw/engines/eevee/eevee.c
M source/blender/draw/engines/eevee/eevee_lights.c
M source/blender/draw/engines/eevee/eevee_private.h
M source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
M source/blender/draw/intern/draw_manager.c
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee.c b/source/blender/draw/engines/eevee/eevee.c
index fca7feb2f65..0c3802b37ad 100644
--- a/source/blender/draw/engines/eevee/eevee.c
+++ b/source/blender/draw/engines/eevee/eevee.c
@@ -316,6 +316,18 @@ static DRWShadingGroup *eevee_cube_shadow_shgroup(EEVEE_PassList *psl, EEVEE_Sto
return grp;
}
+static DRWShadingGroup *eevee_cascade_shadow_shgroup(EEVEE_PassList *psl, EEVEE_StorageList *stl, struct Batch *geom, float (*obmat)[4])
+{
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.shadow_sh, psl->shadow_cascade_pass, geom);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", stl->shadow_render_ubo, 0);
+ DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
+
+ for (int i = 0; i < MAX_CASCADE_NUM; ++i)
+ DRW_shgroup_dynamic_call_add_empty(grp);
+
+ return grp;
+}
+
static void EEVEE_cache_init(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
@@ -332,6 +344,10 @@ static void EEVEE_cache_init(void *vedata)
}
{
+ psl->shadow_cascade_pass = DRW_pass_create("Shadow Cascade Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+ }
+
+ {
// psl->shadow_pass = DRW_pass_create("Shadow Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
// stl->g_data->shadow_shgrp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass);
// DRW_shgroup_uniform_mat4(stl->g_data->shadow_shgrp, "ShadowMatrix", (float *)stl->lamps->shadowmat);
@@ -430,6 +446,7 @@ static void EEVEE_cache_populate(void *vedata, Object *ob)
DRW_shgroup_call_add(stl->g_data->default_lit_grp, geom, ob->obmat);
// DRW_shgroup_call_add(stl->g_data->shadow_shgrp, geom, ob->obmat);
+ eevee_cascade_shadow_shgroup(psl, stl, geom, ob->obmat);
eevee_cube_shadow_shgroup(psl, stl, geom, ob->obmat);
}
else if (ob->type == OB_LAMP) {
@@ -448,6 +465,7 @@ static void EEVEE_cache_finish(void *vedata)
/* Shadows binding */
DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "shadowMaps", txl->shadow_depth_map_pool, 4);
DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "shadowCubes", txl->shadow_depth_cube_pool, 5);
+ DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "shadowCascades", txl->shadow_depth_cascade_pool, 6);
}
static void EEVEE_draw_scene(void *vedata)
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 6c694b05e6a..7c4a5523ecd 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -90,11 +90,11 @@ void EEVEE_lights_cache_add(EEVEE_StorageList *stl, Object *ob)
DRW_lamp_engine_data_free((void *)led);
if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) {
- if (la->type == LA_SUN && linfo->num_map < MAX_SHADOW_MAP) {
- led->sto = MEM_mallocN(sizeof(EEVEE_ShadowMapData), "EEVEE_ShadowMapData");
- ((EEVEE_ShadowMapData *)led->sto)->shadow_id = linfo->num_map;
- linfo->shadow_map_ref[linfo->num_map] = ob;
- linfo->num_map++;
+ if (la->type == LA_SUN && linfo->num_cascade < MAX_SHADOW_CASCADE) {
+ led->sto = MEM_mallocN(sizeof(EEVEE_ShadowCascadeData), "EEVEE_ShadowCascadeData");
+ ((EEVEE_ShadowCascadeData *)led->sto)->shadow_id = linfo->num_cascade;
+ linfo->shadow_cascade_ref[linfo->num_cascade] = ob;
+ linfo->num_cascade++;
}
else if ((la->type == LA_SPOT || la->type == LA_LOCAL || la->type == LA_AREA)
&& linfo->num_cube < MAX_SHADOW_CUBE) {
@@ -150,7 +150,7 @@ void EEVEE_lights_cache_finish(EEVEE_StorageList *stl, EEVEE_TextureList *txl, E
DRW_framebuffer_texture_attach(fbl->shadow_map_fb, txl->shadow_depth_map_pool, 0, 0);
}
if (!txl->shadow_depth_cascade_pool) {
- txl->shadow_depth_cascade_pool = DRW_texture_create_2D_array(512, 512, MAX2(1, linfo->num_cascade), DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL);
+ txl->shadow_depth_cascade_pool = DRW_texture_create_2D_array(512, 512, MAX2(1, linfo->num_cascade * MAX_CASCADE_NUM), DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL);
if (fbl->shadow_cascade_fb)
DRW_framebuffer_texture_attach(fbl->shadow_cascade_fb, txl->shadow_depth_map_pool, 0, 0);
}
@@ -293,6 +293,83 @@ static void eevee_shadow_map_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_Lam
evli->shadowid = (float)(MAX_SHADOW_CUBE + evsmp->shadow_id);
}
+#define LERP(t, a, b) ((a) + (t) * ((b) - (a)))
+
+static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
+{
+ /* Camera Matrices */
+ float persmat[4][4], persinv[4][4];
+ /* Lamps Matrices */
+ float viewmat[4][4], projmat[4][4];
+ float minvec[3], maxvec[3];
+ int cascade_ct = MAX_CASCADE_NUM;
+
+ EEVEE_ShadowCascadeData *evscp = (EEVEE_ShadowCascadeData *)led->sto;
+ EEVEE_Light *evli = linfo->light_data + evscp->light_id;
+ EEVEE_ShadowCascade *evsh = linfo->shadow_cascade_data + evscp->shadow_id;
+ Lamp *la = (Lamp *)ob->data;
+
+ /* The technique consists into splitting
+ * the view frustum into several sub-frustum
+ * that are individually receiving one shadow map */
+
+ /* For each cascade */
+ for (int c = 0; c < cascade_ct; ++c) {
+ float splitnear = LERP(((float)(c) / cascade_ct), -1.0f, 1.0f);
+ float splitfar = LERP(((float)(c + 1) / cascade_ct), -1.0f, 1.0f);
+
+ /* Given 8 frustrum corners */
+ float corners[8][4] = {
+ /* Far Cap */
+ {-1.0f, -1.0f, splitfar, 1.0f},
+ { 1.0f, -1.0f, splitfar, 1.0f},
+ {-1.0f, 1.0f, splitfar, 1.0f},
+ { 1.0f, 1.0f, splitfar, 1.0f},
+ /* Near Cap */
+ {-1.0f, -1.0f, splitnear, 1.0f},
+ { 1.0f, -1.0f, splitnear, 1.0f},
+ {-1.0f, 1.0f, splitnear, 1.0f},
+ { 1.0f, 1.0f, splitnear, 1.0f}
+ };
+
+ /* Transform them into world space */
+ DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
+ invert_m4_m4(persinv, persmat);
+ for (int i = 0; i < 8; ++i) {
+ mul_m4_v4(persinv, corners[i]);
+ mul_v3_fl(corners[i], 1.0f / corners[i][3]);
+ corners[i][3] = 1.0f;
+ }
+
+ /* Project them into light space */
+ invert_m4_m4(viewmat, ob->obmat);
+ normalize_v3(viewmat[0]);
+ normalize_v3(viewmat[1]);
+ normalize_v3(viewmat[2]);
+
+ for (int i = 0; i < 8; ++i) {
+ mul_m4_v4(viewmat, corners[i]);
+ }
+
+ /* compute the minimum bounding box */
+ INIT_MINMAX(minvec, maxvec);
+ for (int i = 0; i < 8; ++i) {
+ minmax_v3v3_v3(minvec, maxvec, corners[i]);
+ }
+
+ /* expand the bounding box to cover light range */
+ orthographic_m4(projmat, minvec[0], maxvec[0], minvec[1], maxvec[1], la->clipsta, la->clipend);
+
+ mul_m4_m4m4(evscp->viewprojmat[c], projmat, viewmat);
+ mul_m4_m4m4(evsh->shadowmat[c], texcomat, evscp->viewprojmat[c]);
+ }
+
+ evsh->bias = 0.005f * la->bias;
+ evsh->count = (float)cascade_ct;
+
+ evli->shadowid = (float)(MAX_SHADOW_CUBE + MAX_SHADOW_MAP + evscp->shadow_id);
+}
+
void EEVEE_lights_update(EEVEE_StorageList *stl)
{
EEVEE_LampsInfo *linfo = stl->lamps;
@@ -314,10 +391,10 @@ void EEVEE_lights_update(EEVEE_StorageList *stl)
eevee_shadow_map_setup(ob, linfo, led);
}
- // for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
- // EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &viewport_eevee_type);
- // eevee_shadow_map_setup(ob, linfo, led);
- // }
+ for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
+ EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &viewport_eevee_type);
+ eevee_shadow_cascade_setup(ob, linfo, led);
+ }
DRW_uniformbuffer_update(stl->light_ubo, &linfo->light_data);
DRW_uniformbuffer_update(stl->shadow_ubo, &linfo->shadow_cube_data); /* Update all data at once */
@@ -355,19 +432,38 @@ void EEVEE_draw_shadows(EEVEE_Data *vedata)
DRW_draw_pass(psl->shadow_cube_pass);
}
+#if 0
/* Standard Shadow Maps */
- // DRW_framebuffer_bind(fbl->shadow_map_fb);
- // DRW_framebuffer_clear(false, true, false, NULL, 1.0);
+ DRW_framebuffer_bind(fbl->shadow_map_fb);
+ DRW_framebuffer_clear(false, true, false, NULL, 1.0);
+
+ /* Render each shadow to one layer of the array */
+ for (i = 0; (ob = linfo->shadow_map_ref[i]) && (i < MAX_SHADOW_MAP); i++) {
+ EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &viewport_eevee_type);
+ EEVEE_ShadowMapData *evsmd = (EEVEE_ShadowMapData *)led->sto;
- // /* Render each shadow to one layer of the array */
- // for (i = 0; (ob = linfo->shadow_map_ref[i]) && (i < MAX_SHADOW_MAP); i++) {
- // EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &viewport_eevee_type);
- // EEVEE_ShadowMapData *evsmd = (EEVEE_ShadowMapData *)led->sto;
+ linfo->layer = i;
+ copy_m4_m4(linfo->shadowmat, evsmd->viewprojmat);
+ DRW_draw_pass(vedata->psl->shadow_pass);
+ }
+#endif
- // linfo->layer = i;
- // copy_m4_m4(linfo->shadowmat, evsmd->viewprojmat);
- // DRW_draw_pass(vedata->psl->shadow_pass);
- // }
+ /* Cascaded Shadow Maps */
+ DRW_framebuffer_bind(fbl->shadow_cascade_fb);
+ DRW_framebuffer_clear(false, true, false, NULL, 1.0);
- // DRW_framebuffer_bind(e_data.shadow_cascade_fb);
+ /* Render each shadow to one layer of the array */
+ for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
+ EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)DRW_lamp_engine_data_get(ob, &viewport_eevee_type);
+ EEVEE_ShadowCascadeData *evscd = (EEVEE_ShadowCascadeData *)led->sto;
+ EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
+
+ srd->layer = i;
+ for (int j = 0; j < MAX_CASCADE_NUM; ++j) {
+ copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
+ }
+ DRW_uniformbuffer_update(stl->shadow_render_ubo, &linfo->shadow_render_data);
+
+ DRW_draw_pass(psl->shadow_cascade_pass);
+ }
}
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 97d78a7ce84..6f249ea888d 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -36,6 +36,7 @@ typedef struct EEVEE_PassList {
/* Shadows */
struct DRWPass *shadow_pass;
struct DRWPass *shadow_cube_pass;
+ struct DRWPass *shadow_cascade_pass;
/* Probes */
@@ Diff output truncated at 10240 characters. @@
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