[Bf-blender-cvs] [d5f048f8830] blender2.8: Eevee: Add debug visual for Cascaded Shadow Maps
Clément Foucault
noreply at git.blender.org
Mon Jul 16 20:08:24 CEST 2018
Commit: d5f048f8830d2cbb47a4845a9ca0a085f242f910
Author: Clément Foucault
Date: Mon Jul 16 20:08:02 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBd5f048f8830d2cbb47a4845a9ca0a085f242f910
Eevee: Add debug visual for Cascaded Shadow Maps
===================================================================
M source/blender/draw/engines/eevee/eevee_lights.c
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 431fc9fe561..dc9ce29a148 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -37,6 +37,8 @@
#define SHADOW_CASTER_ALLOC_CHUNK 16
+// #define DEBUG_CSM
+
static struct {
struct GPUShader *shadow_sh;
struct GPUShader *shadow_store_cube_sh[SHADOW_METHOD_MAX];
@@ -871,13 +873,13 @@ static void eevee_shadow_cascade_setup(
/* Given 8 frustum corners */
float corners[8][3] = {
/* Near Cap */
- {-1.0f, -1.0f, splits_start_ndc[c]},
{ 1.0f, -1.0f, splits_start_ndc[c]},
+ {-1.0f, -1.0f, splits_start_ndc[c]},
{-1.0f, 1.0f, splits_start_ndc[c]},
{ 1.0f, 1.0f, splits_start_ndc[c]},
/* Far Cap */
- {-1.0f, -1.0f, splits_end_ndc[c]},
{ 1.0f, -1.0f, splits_end_ndc[c]},
+ {-1.0f, -1.0f, splits_end_ndc[c]},
{-1.0f, 1.0f, splits_end_ndc[c]},
{ 1.0f, 1.0f, splits_end_ndc[c]}
};
@@ -890,6 +892,15 @@ static void eevee_shadow_cascade_setup(
float center[3];
frustum_min_bounding_sphere(corners, center, &(sh_data->radius[c]));
+#ifdef DEBUG_CSM
+ float dbg_col[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ if (c < 3) {
+ dbg_col[c] = 1.0f;
+ }
+ DRW_debug_bbox((BoundBox *)&corners, dbg_col);
+ DRW_debug_sphere(center, sh_data->radius[c], dbg_col);
+#endif
+
/* Project into lightspace */
mul_m4_v3(viewmat, center);
@@ -919,6 +930,10 @@ static void eevee_shadow_cascade_setup(
mul_m4_m4m4(sh_data->viewprojmat[c], projmat, viewmat);
mul_m4_m4m4(cascade_data->shadowmat[c], texcomat, sh_data->viewprojmat[c]);
+
+#ifdef DEBUG_CSM
+ DRW_debug_m4_as_bbox(sh_data->viewprojmat[c], dbg_col, true);
+#endif
}
ubo_data->bias = 0.05f * la->bias;
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