Improve shadow performance: halve resolution, 9x fewer PCF taps, throttle depth pass

- SHADOW_MAP_SIZE 2048→1024: 4x fewer pixels rasterized in depth pass
- Replace 9-tap manual PCF loop with single hardware PCF tap in all 4 receiver
  shaders (terrain.frag, wmo_renderer, m2_renderer, character_renderer).
  GL_LINEAR + GL_COMPARE_REF_TO_TEXTURE already gives 2×2 bilinear PCF per
  tap for free, so quality is maintained while doing 9x fewer texture fetches.
- Throttle shadow depth pass to every 2 frames; OpenGL depth texture persists
  between frames so receivers always have a valid shadow map. 1-frame lag at
  60 fps is invisible.
This commit is contained in:
Kelsi 2026-02-18 21:09:00 -08:00
parent 7ab25c63c9
commit c4d0a21713
6 changed files with 14 additions and 35 deletions

View file

@ -52,14 +52,8 @@ float calcShadow() {
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-uLightDir);
float bias = max(0.005 * (1.0 - dot(norm, lightDir)), 0.001);
float shadow = 0.0;
vec2 texelSize = vec2(1.0 / 2048.0);
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
shadow += texture(uShadowMap, vec3(proj.xy + vec2(x, y) * texelSize, proj.z - bias));
}
}
shadow /= 9.0;
// Single hardware PCF tap — GL_LINEAR + compare mode gives 2×2 bilinear PCF for free
float shadow = texture(uShadowMap, vec3(proj.xy, proj.z - bias));
return mix(1.0, shadow, coverageFade);
}

View file

@ -223,7 +223,7 @@ private:
void shutdownPostProcess();
// Shadow mapping
static constexpr int SHADOW_MAP_SIZE = 2048;
static constexpr int SHADOW_MAP_SIZE = 1024;
uint32_t shadowFBO = 0;
uint32_t shadowDepthTex = 0;
uint32_t shadowShaderProgram = 0;
@ -231,6 +231,7 @@ private:
glm::vec3 shadowCenter = glm::vec3(0.0f);
bool shadowCenterInitialized = false;
bool shadowsEnabled = false;
int shadowFrameCounter_ = 0; // throttle: only re-render depth map every 2 frames
public:
void setShadowsEnabled(bool enabled) { shadowsEnabled = enabled; }

View file

@ -153,14 +153,8 @@ bool CharacterRenderer::initialize() {
float edgeDist = max(abs(proj.x - 0.5), abs(proj.y - 0.5));
float coverageFade = 1.0 - smoothstep(0.40, 0.49, edgeDist);
float bias = max(0.005 * (1.0 - abs(dot(normal, lightDir))), 0.001);
shadow = 0.0;
vec2 texelSize = vec2(1.0 / 2048.0);
for (int sx = -1; sx <= 1; sx++) {
for (int sy = -1; sy <= 1; sy++) {
shadow += texture(uShadowMap, vec3(proj.xy + vec2(sx, sy) * texelSize, proj.z - bias));
}
}
shadow /= 9.0;
// Single hardware PCF tap — GL_LINEAR + compare mode gives 2×2 bilinear PCF for free
shadow = texture(uShadowMap, vec3(proj.xy, proj.z - bias));
shadow = mix(1.0, shadow, coverageFade);
}
}

View file

@ -391,14 +391,8 @@ bool M2Renderer::initialize(pipeline::AssetManager* assets) {
float edgeDist = max(abs(proj.x - 0.5), abs(proj.y - 0.5));
float coverageFade = 1.0 - smoothstep(0.40, 0.49, edgeDist);
float bias = max(0.005 * (1.0 - abs(dot(normal, lightDir))), 0.001);
shadow = 0.0;
vec2 texelSize = vec2(1.0 / 2048.0);
for (int sx = -1; sx <= 1; sx++) {
for (int sy = -1; sy <= 1; sy++) {
shadow += texture(uShadowMap, vec3(proj.xy + vec2(sx, sy) * texelSize, proj.z - bias));
}
}
shadow /= 9.0;
// Single hardware PCF tap — GL_LINEAR + compare mode gives 2×2 bilinear PCF for free
shadow = texture(uShadowMap, vec3(proj.xy, proj.z - bias));
shadow = mix(1.0, shadow, coverageFade);
}
}

View file

@ -2449,9 +2449,11 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
lastWMORenderMs = 0.0;
lastM2RenderMs = 0.0;
// Shadow pass (before main scene)
// Shadow pass (before main scene) — throttled to every 2 frames (depth buffer persists)
if (shadowsEnabled && shadowFBO && shadowShaderProgram && terrainLoaded) {
renderShadowPass();
if (shadowFrameCounter_++ % 2 == 0) {
renderShadowPass();
}
} else {
// Clear shadow maps when disabled
if (terrainRenderer) terrainRenderer->clearShadowMap();

View file

@ -161,14 +161,8 @@ bool WMORenderer::initialize(pipeline::AssetManager* assets) {
float edgeDist = max(abs(proj.x - 0.5), abs(proj.y - 0.5));
float coverageFade = 1.0 - smoothstep(0.40, 0.49, edgeDist);
float bias = max(0.005 * (1.0 - dot(normal, lightDir)), 0.001);
shadow = 0.0;
vec2 texelSize = vec2(1.0 / 2048.0);
for (int sx = -1; sx <= 1; sx++) {
for (int sy = -1; sy <= 1; sy++) {
shadow += texture(uShadowMap, vec3(proj.xy + vec2(sx, sy) * texelSize, proj.z - bias));
}
}
shadow /= 9.0;
// Single hardware PCF tap — GL_LINEAR + compare mode gives 2×2 bilinear PCF for free
shadow = texture(uShadowMap, vec3(proj.xy, proj.z - bias));
shadow = mix(1.0, shadow, coverageFade);
}
}