From bf3acbf388406f736286d990adb5f35a9023c390 Mon Sep 17 00:00:00 2001 From: x2048 Date: Sun, 25 Jul 2021 12:36:23 +0200 Subject: Distribute shadow map update over multiple frames to reduce stutter (#11422) Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 --- src/client/shadows/dynamicshadowsrender.h | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'src/client/shadows/dynamicshadowsrender.h') diff --git a/src/client/shadows/dynamicshadowsrender.h b/src/client/shadows/dynamicshadowsrender.h index e633bd4f7..52b24a18f 100644 --- a/src/client/shadows/dynamicshadowsrender.h +++ b/src/client/shadows/dynamicshadowsrender.h @@ -64,7 +64,6 @@ public: size_t getDirectionalLightCount() const; f32 getMaxShadowFar() const; - float getUpdateDelta() const; /// Adds a shadow to the scene node. /// The shadow mode can be ESM_BOTH, or ESM_RECEIVE. /// ESM_BOTH casts and receives shadows @@ -101,6 +100,7 @@ private: scene::ESNRP_SOLID); void renderShadowObjects(video::ITexture *target, DirectionalLight &light); void mixShadowsQuad(); + void updateSMTextures(); // a bunch of variables IrrlichtDevice *m_device{nullptr}; @@ -108,6 +108,7 @@ private: video::IVideoDriver *m_driver{nullptr}; Client *m_client{nullptr}; video::ITexture *shadowMapClientMap{nullptr}; + video::ITexture *shadowMapClientMapFuture{nullptr}; video::ITexture *shadowMapTextureFinal{nullptr}; video::ITexture *shadowMapTextureDynamicObjects{nullptr}; video::ITexture *shadowMapTextureColors{nullptr}; @@ -120,11 +121,12 @@ private: float m_shadow_map_max_distance; float m_shadow_map_texture_size; float m_time_day{0.0f}; - float m_update_delta; int m_shadow_samples; bool m_shadow_map_texture_32bit; bool m_shadows_enabled; bool m_shadow_map_colored; + u8 m_map_shadow_update_frames; /* Use this number of frames to update map shaodw */ + u8 m_current_frame{0}; /* Current frame */ video::ECOLOR_FORMAT m_texture_format{video::ECOLOR_FORMAT::ECF_R16F}; video::ECOLOR_FORMAT m_texture_format_color{video::ECOLOR_FORMAT::ECF_R16G16}; @@ -135,6 +137,7 @@ private: std::string readShaderFile(const std::string &path); s32 depth_shader{-1}; + s32 depth_shader_entities{-1}; s32 depth_shader_trans{-1}; s32 mixcsm_shader{-1}; -- cgit v1.2.3