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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