[Bf-blender-cvs] [a06b0d29aa0] blender2.8: Eevee: Shadows: Perf: Do not update shadows that are not inside the view.
Clément Foucault
noreply at git.blender.org
Thu May 3 16:08:23 CEST 2018
Commit: a06b0d29aa01bcc0fa74d685fa74cee1467dbad8
Author: Clément Foucault
Date: Thu May 3 15:44:19 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBa06b0d29aa01bcc0fa74d685fa74cee1467dbad8
Eevee: Shadows: Perf: Do not update shadows that are not inside the view.
===================================================================
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 3508a425eb0..b7adcbf0835 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -726,8 +726,10 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
/* obmat = Object Space > World Space */
/* viewmat = World Space > View Space */
float (*viewmat)[4] = sh_data->viewmat;
- invert_m4_m4(viewmat, ob->obmat);
- normalize_m4(viewmat);
+#if 0 /* done at culling time */
+ normalize_m4_m4(viewmat, ob->obmat);
+#endif
+ invert_m4(viewmat);
invert_m4_m4(sh_data->viewinv, viewmat);
/* The technique consists into splitting
@@ -993,6 +995,28 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
DRWMatrixState saved_mats;
+ /* Precompute all shadow/view test before rendering and trashing the culling cache. */
+ bool cube_visible[MAX_SHADOW_CUBE];
+ for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
+ Lamp *la = (Lamp *)ob->data;
+ BoundSphere bsphere = {
+ .center = {ob->obmat[3][0], ob->obmat[3][1], ob->obmat[3][2]},
+ .radius = la->dist
+ };
+ cube_visible[i] = DRW_culling_sphere_test(&bsphere);
+ }
+ bool cascade_visible[MAX_SHADOW_CASCADE];
+ for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
+ EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob);
+ EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
+ float plane[4];
+ normalize_m4_m4(sh_data->viewmat, ob->obmat);
+ plane_from_point_normal_v3(plane, sh_data->viewmat[3], sh_data->viewmat[2]);
+ /* TODO: check against near/far instead of "local Z = 0" plane.
+ * Or even the cascades AABB. */
+ cascade_visible[i] = DRW_culling_plane_test(plane);
+ }
+
/* We need to save the Matrices before overidding them */
DRW_viewport_matrix_get_all(&saved_mats);
@@ -1003,7 +1027,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
Lamp *la = (Lamp *)ob->data;
- if (!led->need_update) {
+ if (!led->need_update || !cube_visible[i]) {
continue;
}
@@ -1099,6 +1123,10 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
/* Cascaded Shadow Maps */
DRW_stats_group_start("Cascaded Shadow Maps");
for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
+ if (!cascade_visible[i]) {
+ continue;
+ }
+
EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
Lamp *la = (Lamp *)ob->data;
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