From effb5356caee01c8bfa63e98974347aab01f96ef Mon Sep 17 00:00:00 2001 From: x2048 Date: Sun, 11 Jul 2021 19:57:29 +0200 Subject: [PATCH] Avoid draw list and shadow map update in the same frame to reduce dtime jitter (#11393) * Separate draw list and shadows update to reduce jitter * Avoid draw list update and shadow update in the same frame * Force-update shadows when camera offset changes --- src/client/game.cpp | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/src/client/game.cpp b/src/client/game.cpp index 9f643e611..134c74d5d 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -609,6 +609,7 @@ struct GameRunData { float jump_timer; float damage_flash; float update_draw_list_timer; + float update_shadows_timer; f32 fog_range; @@ -3874,10 +3875,10 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, changed much */ runData.update_draw_list_timer += dtime; + runData.update_shadows_timer += dtime; float update_draw_list_delta = 0.2f; - if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) - update_draw_list_delta = shadow->getUpdateDelta(); + bool draw_list_updated = false; v3f camera_direction = camera->getDirection(); if (runData.update_draw_list_timer >= update_draw_list_delta @@ -3887,8 +3888,18 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, runData.update_draw_list_timer = 0; client->getEnv().getClientMap().updateDrawList(); runData.update_draw_list_last_cam_dir = camera_direction; + draw_list_updated = true; + } - updateShadows(); + if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) { + update_draw_list_delta = shadow->getUpdateDelta(); + + if (m_camera_offset_changed || + (runData.update_shadows_timer > update_draw_list_delta && + (!draw_list_updated || shadow->getDirectionalLightCount() == 0))) { + runData.update_shadows_timer = 0; + updateShadows(); + } } m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);