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Camera: remove auto tune FPS, single view range setting
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parent
2f4cf0bcca
commit
b2aabdfe07
8 changed files with 33 additions and 207 deletions
151
src/camera.cpp
151
src/camera.cpp
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@ -60,13 +60,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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m_fov_x(1.0),
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m_fov_y(1.0),
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m_added_busytime(0),
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m_added_frames(0),
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m_range_old(0),
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m_busytime_old(0),
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m_frametime_counter(0),
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m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
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m_view_bobbing_anim(0),
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m_view_bobbing_state(0),
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m_view_bobbing_speed(0),
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@ -109,7 +102,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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*/
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m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
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m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
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m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
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m_cache_fov = g_settings->getFloat("fov");
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m_cache_view_bobbing = g_settings->getBool("view_bobbing");
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m_nametags.clear();
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@ -455,8 +447,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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m_wieldnode->setColor(player->light_color);
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// Render distance feedback loop
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updateViewingRange(frametime, busytime);
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// Set render distance
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updateViewingRange();
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// If the player is walking, swimming, or climbing,
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// view bobbing is enabled and free_move is off,
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@ -484,143 +476,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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}
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}
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void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
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void Camera::updateViewingRange()
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{
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if (m_draw_control.range_all)
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return;
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m_added_busytime += busytime_in;
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m_added_frames += 1;
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m_frametime_counter -= frametime_in;
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if (m_frametime_counter > 0)
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return;
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m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
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/*dstream<<FUNCTION_NAME
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<<": Collected "<<m_added_frames<<" frames, total of "
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<<m_added_busytime<<"s."<<std::endl;
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dstream<<"m_draw_control.blocks_drawn="
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<<m_draw_control.blocks_drawn
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<<", m_draw_control.blocks_would_have_drawn="
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<<m_draw_control.blocks_would_have_drawn
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<<std::endl;*/
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// Get current viewing range and FPS settings
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f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
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viewing_range_min = MYMAX(15.0, viewing_range_min);
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f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
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viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
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// Immediately apply hard limits
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if(m_draw_control.wanted_range < viewing_range_min)
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m_draw_control.wanted_range = viewing_range_min;
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if(m_draw_control.wanted_range > viewing_range_max)
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m_draw_control.wanted_range = viewing_range_max;
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// Just so big a value that everything rendered is visible
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// Some more allowance than viewing_range_max * BS because of clouds,
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// active objects, etc.
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if(viewing_range_max < 200*BS)
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m_cameranode->setFarValue(200 * BS * 10);
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else
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m_cameranode->setFarValue(viewing_range_max * BS * 10);
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f32 wanted_fps = m_cache_wanted_fps;
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wanted_fps = MYMAX(wanted_fps, 1.0);
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f32 wanted_frametime = 1.0 / wanted_fps;
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m_draw_control.wanted_min_range = viewing_range_min;
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m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
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if (m_draw_control.wanted_max_blocks < 10)
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m_draw_control.wanted_max_blocks = 10;
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f32 block_draw_ratio = 1.0;
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if (m_draw_control.blocks_would_have_drawn != 0)
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{
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block_draw_ratio = (f32)m_draw_control.blocks_drawn
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/ (f32)m_draw_control.blocks_would_have_drawn;
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}
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// Calculate the average frametime in the case that all wanted
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// blocks had been drawn
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f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
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m_added_busytime = 0.0;
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m_added_frames = 0;
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f32 wanted_frametime_change = wanted_frametime - frametime;
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//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
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// If needed frametime change is small, just return
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// This value was 0.4 for many months until 2011-10-18 by c55;
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if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
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{
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//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
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if (m_draw_control.range_all) {
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m_cameranode->setFarValue(100000.0);
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return;
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}
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f32 range = m_draw_control.wanted_range;
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f32 new_range = range;
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f32 d_range = range - m_range_old;
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f32 d_busytime = busytime_in - m_busytime_old;
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if (d_range != 0)
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{
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m_time_per_range = d_busytime / d_range;
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}
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//dstream<<"time_per_range="<<m_time_per_range<<std::endl;
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g_profiler->avg("time_per_range", m_time_per_range);
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// The minimum allowed calculated frametime-range derivative:
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// Practically this sets the maximum speed of changing the range.
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// The lower this value, the higher the maximum changing speed.
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// A low value here results in wobbly range (0.001)
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// A low value can cause oscillation in very nonlinear time/range curves.
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// A high value here results in slow changing range (0.0025)
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// SUGG: This could be dynamically adjusted so that when
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// the camera is turning, this is lower
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//f32 min_time_per_range = 0.0010; // Up to 0.4.7
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f32 min_time_per_range = 0.0005;
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if(m_time_per_range < min_time_per_range)
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{
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m_time_per_range = min_time_per_range;
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//dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
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}
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else
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{
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//dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
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}
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f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
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// Dampen the change a bit to kill oscillations
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//wanted_range_change *= 0.9;
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//wanted_range_change *= 0.75;
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wanted_range_change *= 0.5;
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//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
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// If needed range change is very small, just return
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if(fabs(wanted_range_change) < 0.001)
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{
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//dstream<<"ignoring small wanted_range_change"<<std::endl;
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return;
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}
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new_range += wanted_range_change;
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//f32 new_range_unclamped = new_range;
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new_range = MYMAX(new_range, viewing_range_min);
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new_range = MYMIN(new_range, viewing_range_max);
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/*dstream<<"new_range="<<new_range_unclamped
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<<", clamped to "<<new_range<<std::endl;*/
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m_range_old = m_draw_control.wanted_range;
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m_busytime_old = busytime_in;
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m_draw_control.wanted_range = new_range;
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f32 viewing_range = g_settings->getFloat("viewing_range");
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m_draw_control.wanted_range = viewing_range;
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m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
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}
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void Camera::setDigging(s32 button)
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