Eevee: Shadows: Perf: Do not update shadows that are not inside the view.
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@@ -726,8 +726,10 @@ static void eevee_shadow_cascade_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE
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/* obmat = Object Space > World Space */
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/* viewmat = World Space > View Space */
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float (*viewmat)[4] = sh_data->viewmat;
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invert_m4_m4(viewmat, ob->obmat);
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normalize_m4(viewmat);
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#if 0 /* done at culling time */
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normalize_m4_m4(viewmat, ob->obmat);
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#endif
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invert_m4(viewmat);
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invert_m4_m4(sh_data->viewinv, viewmat);
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/* The technique consists into splitting
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@@ -993,6 +995,28 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
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DRWMatrixState saved_mats;
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/* Precompute all shadow/view test before rendering and trashing the culling cache. */
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bool cube_visible[MAX_SHADOW_CUBE];
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for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
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Lamp *la = (Lamp *)ob->data;
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BoundSphere bsphere = {
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.center = {ob->obmat[3][0], ob->obmat[3][1], ob->obmat[3][2]},
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.radius = la->dist
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};
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cube_visible[i] = DRW_culling_sphere_test(&bsphere);
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}
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bool cascade_visible[MAX_SHADOW_CASCADE];
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for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
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EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob);
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EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
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float plane[4];
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normalize_m4_m4(sh_data->viewmat, ob->obmat);
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plane_from_point_normal_v3(plane, sh_data->viewmat[3], sh_data->viewmat[2]);
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/* TODO: check against near/far instead of "local Z = 0" plane.
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* Or even the cascades AABB. */
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cascade_visible[i] = DRW_culling_plane_test(plane);
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}
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/* We need to save the Matrices before overidding them */
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DRW_viewport_matrix_get_all(&saved_mats);
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@@ -1003,7 +1027,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
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EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
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Lamp *la = (Lamp *)ob->data;
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if (!led->need_update) {
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if (!led->need_update || !cube_visible[i]) {
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continue;
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}
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@@ -1099,6 +1123,10 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
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/* Cascaded Shadow Maps */
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DRW_stats_group_start("Cascaded Shadow Maps");
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for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
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if (!cascade_visible[i]) {
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continue;
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}
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EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
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Lamp *la = (Lamp *)ob->data;
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