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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
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@ -609,6 +609,7 @@ struct GameRunData {
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float jump_timer;
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float damage_flash;
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float update_draw_list_timer;
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float update_shadows_timer;
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f32 fog_range;
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@ -3874,10 +3875,10 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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changed much
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*/
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runData.update_draw_list_timer += dtime;
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runData.update_shadows_timer += dtime;
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float update_draw_list_delta = 0.2f;
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if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer())
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update_draw_list_delta = shadow->getUpdateDelta();
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bool draw_list_updated = false;
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v3f camera_direction = camera->getDirection();
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if (runData.update_draw_list_timer >= update_draw_list_delta
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@ -3887,9 +3888,19 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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runData.update_draw_list_timer = 0;
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client->getEnv().getClientMap().updateDrawList();
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runData.update_draw_list_last_cam_dir = camera_direction;
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draw_list_updated = true;
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}
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if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) {
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update_draw_list_delta = shadow->getUpdateDelta();
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if (m_camera_offset_changed ||
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(runData.update_shadows_timer > update_draw_list_delta &&
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(!draw_list_updated || shadow->getDirectionalLightCount() == 0))) {
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runData.update_shadows_timer = 0;
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updateShadows();
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}
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}
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m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
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