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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 <sfan5@live.de>
This commit is contained in:
x2048 2021-07-25 12:36:23 +02:00 committed by GitHub
parent ff2d2a6e93
commit bf3acbf388
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
10 changed files with 224 additions and 72 deletions

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@ -197,7 +197,7 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
float pointDepth;
float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
int n = 0;
for (y = -bound; y <= bound; y += 1.0)
@ -304,7 +304,7 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES));
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
@ -334,7 +334,7 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES));
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
@ -370,7 +370,7 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
int n = 0;
// basic PCF filter
@ -402,7 +402,7 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
int n = 0;
// basic PCF filter