Commit: 3f6fac91ff45fd5332216958283ddeac280dbbfc
Author: Clément Foucault
Date:   Fri May 4 17:33:16 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB3f6fac91ff45fd5332216958283ddeac280dbbfc

Eevee: Fix Cascaded shadow map calculation.

The first one was done correctly but the second was wrong due to the matrix
being overwritten.

===================================================================

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 c7dedbeba1a..a467566f0db 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -494,10 +494,9 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata)
                linfo->update_flag |= LIGHT_UPDATE_SHADOW_CUBE;
        }
 
-       if (linfo->num_cube_layer != linfo->cache_num_cube_layer) {
-               DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool);
-               linfo->cache_num_cube_layer = linfo->num_cube_layer;
-               linfo->update_flag |= LIGHT_UPDATE_SHADOW_CUBE;
+       if (linfo->num_cascade_layer != linfo->cache_num_cascade_layer) {
+               DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool);
+               linfo->cache_num_cascade_layer = linfo->num_cascade_layer;
        }
 
        switch (linfo->shadow_method) {
@@ -517,9 +516,16 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata)
        }
        if (!sldata->shadow_cube_pool) {
                sldata->shadow_cube_pool = DRW_texture_create_2D_array(
-                       linfo->shadow_cube_store_size, 
linfo->shadow_cube_store_size, max_ff(1, linfo->num_cube_layer),
+                       linfo->shadow_cube_store_size, 
linfo->shadow_cube_store_size, max_ii(1, linfo->num_cube_layer),
                        shadow_pool_format, DRW_TEX_FILTER, NULL);
        }
+       GPU_framebuffer_ensure_config(&sldata->shadow_cube_target_fb, {
+               GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_target)
+       });
+       GPU_framebuffer_ensure_config(&sldata->shadow_cube_store_fb, {
+               GPU_ATTACHMENT_NONE,
+               GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_pool)
+       });
 
        /* CSM */
        if (!sldata->shadow_cascade_target) {
@@ -530,24 +536,12 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData 
*sldata)
        }
        if (!sldata->shadow_cascade_pool) {
                sldata->shadow_cascade_pool = DRW_texture_create_2D_array(
-                       linfo->shadow_cascade_size, linfo->shadow_cascade_size, 
max_ff(1, linfo->num_cascade_layer),
+                       linfo->shadow_cascade_size, linfo->shadow_cascade_size, 
max_ii(1, linfo->num_cascade_layer),
                        shadow_pool_format, DRW_TEX_FILTER, NULL);
        }
-
-       /* Render FB */
-       GPU_framebuffer_ensure_config(&sldata->shadow_cube_target_fb, {
-               GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_target)
-       });
        GPU_framebuffer_ensure_config(&sldata->shadow_cascade_target_fb, {
                GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_target)
        });
-
-       /* Storage FB */
-       GPU_framebuffer_ensure_config(&sldata->shadow_cube_store_fb, {
-               GPU_ATTACHMENT_NONE,
-               GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_pool)
-       });
-
        GPU_framebuffer_ensure_config(&sldata->shadow_cascade_store_fb, {
                GPU_ATTACHMENT_NONE,
                GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_pool)
@@ -712,30 +706,16 @@ static void frustum_min_bounding_sphere(const float 
corners[8][3], float r_cente
 #endif
 }
 
-static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, 
EEVEE_LampEngineData *led)
+static void eevee_shadow_cascade_setup(
+        Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led,
+        DRWMatrixState *saved_mats, float view_near, float view_far)
 {
        Lamp *la = (Lamp *)ob->data;
 
        /* Camera Matrices */
-       float persmat[4][4], persinv[4][4];
-       float viewprojmat[4][4], projinv[4][4];
-       float view_near, view_far;
-       float near_v[4] = {0.0f, 0.0f, -1.0f, 1.0f};
-       float far_v[4] = {0.0f, 0.0f,  1.0f, 1.0f};
+       float (*persinv)[4] = saved_mats->mat[DRW_MAT_PERSINV];
+       float (*vp_projmat)[4] = saved_mats->mat[DRW_MAT_WIN];
        bool is_persp = DRW_viewport_is_persp_get();
-       DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
-       invert_m4_m4(persinv, persmat);
-       /* FIXME : Get near / far from Draw manager? */
-       DRW_viewport_matrix_get(viewprojmat, DRW_MAT_WIN);
-       invert_m4_m4(projinv, viewprojmat);
-       mul_m4_v4(projinv, near_v);
-       mul_m4_v4(projinv, far_v);
-       view_near = near_v[2];
-       view_far = far_v[2]; /* TODO: Should be a shadow parameter */
-       if (is_persp) {
-               view_near /= near_v[3];
-               view_far /= far_v[3];
-       }
 
        /* Lamps Matrices */
        int sh_nbr = 1; /* TODO : MSM */
@@ -786,7 +766,7 @@ static void eevee_shadow_cascade_setup(Object *ob, 
EEVEE_LampsInfo *linfo, EEVEE
                /* Nearest plane */
                float p[4] = {1.0f, 1.0f, csm_start, 1.0f};
                /* TODO: we don't need full m4 multiply here */
-               mul_m4_v4(viewprojmat, p);
+               mul_m4_v4(vp_projmat, p);
                splits_start_ndc[0] = p[2];
                if (is_persp) {
                        splits_start_ndc[0] /= p[3];
@@ -797,7 +777,7 @@ static void eevee_shadow_cascade_setup(Object *ob, 
EEVEE_LampsInfo *linfo, EEVEE
                /* Farthest plane */
                float p[4] = {1.0f, 1.0f, csm_end, 1.0f};
                /* TODO: we don't need full m4 multiply here */
-               mul_m4_v4(viewprojmat, p);
+               mul_m4_v4(vp_projmat, p);
                splits_end_ndc[cascade_nbr - 1] = p[2];
                if (is_persp) {
                        splits_end_ndc[cascade_nbr - 1] /= p[3];
@@ -828,7 +808,7 @@ static void eevee_shadow_cascade_setup(Object *ob, 
EEVEE_LampsInfo *linfo, EEVEE
                {
                        float p[4] = {1.0f, 1.0f, cascade_data->split_start[c], 
1.0f};
                        /* TODO: we don't need full m4 multiply here */
-                       mul_m4_v4(viewprojmat, p);
+                       mul_m4_v4(vp_projmat, p);
                        splits_start_ndc[c] = p[2];
 
                        if (is_persp) {
@@ -839,7 +819,7 @@ static void eevee_shadow_cascade_setup(Object *ob, 
EEVEE_LampsInfo *linfo, EEVEE
                {
                        float p[4] = {1.0f, 1.0f, cascade_data->split_end[c - 
1], 1.0f};
                        /* TODO: we don't need full m4 multiply here */
-                       mul_m4_v4(viewprojmat, p);
+                       mul_m4_v4(vp_projmat, p);
                        splits_end_ndc[c - 1] = p[2];
 
                        if (is_persp) {
@@ -1145,6 +1125,8 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, 
EEVEE_PassList *psl)
        DRW_stats_group_end();
 
        DRW_viewport_matrix_override_set_all(&saved_mats);
+       float near = DRW_viewport_near_distance_get();
+       float far = DRW_viewport_far_distance_get();
 
        /* Cascaded Shadow Maps */
        DRW_stats_group_start("Cascaded Shadow Maps");
@@ -1164,7 +1146,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, 
EEVEE_PassList *psl)
                float (*viewmat)[4] = render_mats.mat[DRW_MAT_VIEW];
                float (*persmat)[4] = render_mats.mat[DRW_MAT_PERS];
 
-               eevee_shadow_cascade_setup(ob, linfo, led);
+               eevee_shadow_cascade_setup(ob, linfo, led, &saved_mats, near, 
far);
 
                srd->clip_near = la->clipsta;
                srd->clip_far = la->clipend;

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