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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>
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x2048 2021-07-25 12:36:23 +02:00 committed by GitHub
parent ff2d2a6e93
commit bf3acbf388
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 224 additions and 72 deletions

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@ -125,7 +125,7 @@ public:
void renderMap(video::IVideoDriver* driver, s32 pass);
void renderMapShadows(video::IVideoDriver *driver,
const video::SMaterial &material, s32 pass);
const video::SMaterial &material, s32 pass, int frame, int total_frames);
int getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result);