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Camera: remove auto tune FPS, single view range setting

This commit is contained in:
RealBadAngel 2016-02-20 04:42:35 +01:00 committed by est31
parent 2f4cf0bcca
commit b2aabdfe07
8 changed files with 33 additions and 207 deletions

View file

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