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Fog: Make fraction of visible distance at which fog starts configurable

Optimise the fetching of global settings 'camera_smoothing',
'cinematic' and 'cinematic_camera_smoothing'.
Cache 'cam_smoothing'.
This commit is contained in:
Lars Hofhansl 2016-12-03 21:43:25 -08:00 committed by paramat
parent 9714cdcf4b
commit 075833e393
8 changed files with 43 additions and 12 deletions

View file

@ -1825,6 +1825,8 @@ private:
f32 m_cache_mouse_sensitivity;
f32 m_cache_joystick_frustum_sensitivity;
f32 m_repeat_right_click_time;
f32 m_cache_cam_smoothing;
f32 m_cache_fog_start;
#ifdef __ANDROID__
bool m_cache_hold_aux1;
@ -1876,6 +1878,12 @@ Game::Game() :
&settingChangedCallback, this);
g_settings->registerChangedCallback("free_move",
&settingChangedCallback, this);
g_settings->registerChangedCallback("cinematic",
&settingChangedCallback, this);
g_settings->registerChangedCallback("cinematic_camera_smoothing",
&settingChangedCallback, this);
g_settings->registerChangedCallback("camera_smoothing",
&settingChangedCallback, this);
readSettings();
@ -1929,6 +1937,12 @@ Game::~Game()
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("free_move",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("cinematic",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("camera_smoothing",
&settingChangedCallback, this);
}
bool Game::startup(bool *kill,
@ -2034,16 +2048,10 @@ void Game::run()
processUserInput(&flags, &runData, dtime);
// Update camera before player movement to avoid camera lag of one frame
updateCameraDirection(&cam_view_target, &flags, dtime);
float cam_smoothing = 0;
if (g_settings->getBool("cinematic"))
cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
else
cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
cam_smoothing = rangelim(cam_smoothing, 0.01f, 1.0f);
cam_view.camera_yaw += (cam_view_target.camera_yaw -
cam_view.camera_yaw) * cam_smoothing;
cam_view.camera_yaw) * m_cache_cam_smoothing;
cam_view.camera_pitch += (cam_view_target.camera_pitch -
cam_view.camera_pitch) * cam_smoothing;
cam_view.camera_pitch) * m_cache_cam_smoothing;
updatePlayerControl(cam_view);
step(&dtime);
processClientEvents(&cam_view_target, &runData.damage_flash);
@ -4284,7 +4292,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
runData->fog_range * 0.4,
runData->fog_range * m_cache_fog_start,
runData->fog_range * 1.0,
0.01,
false, // pixel fog
@ -4660,7 +4668,18 @@ void Game::readSettings()
m_cache_enable_noclip = g_settings->getBool("noclip");
m_cache_enable_free_move = g_settings->getBool("free_move");
m_cache_fog_start = g_settings->getFloat("fog_start");
m_cache_cam_smoothing = 0;
if (g_settings->getBool("cinematic"))
m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
else
m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
}
/****************************************************************************/