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Collected and moved existing camera infrastructure from game.cpp to camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.

This commit is contained in:
Kahrl 2011-09-08 01:08:47 +02:00
parent c0b35fa429
commit baf7da9d4a
13 changed files with 428 additions and 209 deletions

View file

@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "materials.h"
#include "config.h"
#include "clouds.h"
#include "camera.h"
#include "farmesh.h"
#include "mapblock.h"
@ -49,8 +50,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define FIELD_OF_VIEW_TEST 0
MapDrawControl draw_control;
// Chat data
struct ChatLine
{
@ -143,144 +142,6 @@ struct TextDestSignNode : public TextDest
Client *m_client;
};
/*
Render distance feedback loop
*/
void updateViewingRange(f32 frametime_in, Client *client)
{
if(draw_control.range_all == true)
return;
static f32 added_frametime = 0;
static s16 added_frames = 0;
added_frametime += frametime_in;
added_frames += 1;
// Actually this counter kind of sucks because frametime is busytime
static f32 counter = 0;
counter -= frametime_in;
if(counter > 0)
return;
//counter = 0.1;
counter = 0.2;
/*dstream<<__FUNCTION_NAME
<<": Collected "<<added_frames<<" frames, total of "
<<added_frametime<<"s."<<std::endl;*/
/*dstream<<"draw_control.blocks_drawn="
<<draw_control.blocks_drawn
<<", draw_control.blocks_would_have_drawn="
<<draw_control.blocks_would_have_drawn
<<std::endl;*/
float range_min = g_settings.getS16("viewing_range_nodes_min");
float range_max = g_settings.getS16("viewing_range_nodes_max");
// Limit minimum to keep the feedback loop stable
if(range_min < 5)
range_min = 5;
draw_control.wanted_min_range = range_min;
//draw_control.wanted_max_blocks = (1.5*draw_control.blocks_drawn)+1;
draw_control.wanted_max_blocks = (1.5*draw_control.blocks_would_have_drawn)+1;
if(draw_control.wanted_max_blocks < 10)
draw_control.wanted_max_blocks = 10;
float block_draw_ratio = 1.0;
if(draw_control.blocks_would_have_drawn != 0)
{
block_draw_ratio = (float)draw_control.blocks_drawn
/ (float)draw_control.blocks_would_have_drawn;
}
// Calculate the average frametime in the case that all wanted
// blocks had been drawn
f32 frametime = added_frametime / added_frames / block_draw_ratio;
added_frametime = 0.0;
added_frames = 0;
float wanted_fps = g_settings.getFloat("wanted_fps");
float wanted_frametime = 1.0 / wanted_fps;
f32 wanted_frametime_change = wanted_frametime - frametime;
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
// If needed frametime change is small, just return
if(fabs(wanted_frametime_change) < wanted_frametime*0.4)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
}
float range = draw_control.wanted_range;
float new_range = range;
static s16 range_old = 0;
static f32 frametime_old = 0;
float d_range = range - range_old;
f32 d_frametime = frametime - frametime_old;
// A sane default of 30ms per 50 nodes of range
static f32 time_per_range = 30. / 50;
if(d_range != 0)
{
time_per_range = d_frametime / d_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 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
//float min_time_per_range = 0.0015;
float min_time_per_range = 0.0010;
//float min_time_per_range = 0.05 / range;
if(time_per_range < min_time_per_range)
{
time_per_range = min_time_per_range;
//dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;
}
else
{
//dstream<<"time_per_range="<<time_per_range<<std::endl;
}
f32 wanted_range_change = wanted_frametime_change / 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;
//float new_range_unclamped = new_range;
if(new_range < range_min)
new_range = range_min;
if(new_range > range_max)
new_range = range_max;
/*dstream<<"new_range="<<new_range_unclamped
<<", clamped to "<<new_range<<std::endl;*/
draw_control.wanted_range = new_range;
range_old = new_range;
frametime_old = frametime;
}
/*
Hotbar draw routine
*/
@ -847,6 +708,7 @@ void the_game(
draw_load_screen(L"Creating client...", driver, font);
std::cout<<DTIME<<"Creating client"<<std::endl;
MapDrawControl draw_control;
Client client(device, playername.c_str(), password, draw_control);
draw_load_screen(L"Resolving address...", driver, font);
@ -950,25 +812,18 @@ void the_game(
/*
Create the camera node
*/
scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(
0, // Camera parent
v3f(BS*100, BS*2, BS*100), // Look from
v3f(BS*100+1, BS*2, BS*100), // Look to
-1 // Camera ID
);
if(camera == NULL)
Camera camera(smgr, draw_control);
if (camera.getPlayerNode() == NULL)
{
error_message = L"Failed to create the player node";
return;
}
if (camera.getCameraNode() == NULL)
{
error_message = L"Failed to create the camera node";
return;
}
camera->setFOV(FOV_ANGLE);
// Just so big a value that everything rendered is visible
camera->setFarValue(100000*BS);
f32 camera_yaw = 0; // "right/left"
f32 camera_pitch = 0; // "up/down"
@ -1168,12 +1023,6 @@ void the_game(
// Necessary for device->getTimer()->getTime()
device->run();
/*
Viewing range
*/
updateViewingRange(busytime, &client);
/*
FPS limiter
*/
@ -1565,10 +1414,6 @@ void the_game(
}
}
// Get player position
v3f camera_position;
v3f player_position = client.getPlayerPosition(&camera_position);
//TimeTaker //timer2("//timer2");
/*
@ -1621,25 +1466,25 @@ void the_game(
first_loop_after_window_activation = true;
}
camera_yaw = wrapDegrees(camera_yaw);
camera_pitch = wrapDegrees(camera_pitch);
v3f camera_direction = v3f(0,0,1);
camera_direction.rotateYZBy(camera_pitch);
camera_direction.rotateXZBy(camera_yaw);
LocalPlayer* player = client.getLocalPlayer();
camera.update(player, busytime, screensize);
camera.step(dtime);
camera->setPosition(camera_position);
// *100.0 helps in large map coordinates
camera->setTarget(camera_position + camera_direction * 100.0);
v3f player_position = player->getPosition();
v3f camera_position = camera.getPosition();
v3f camera_direction = camera.getDirection();
f32 camera_fov = camera.getFovMax();
if(FIELD_OF_VIEW_TEST){
client.updateCamera(v3f(0,0,0), v3f(0,0,1));
if(FIELD_OF_VIEW_TEST)
{
client.updateCamera(v3f(0,0,0), v3f(0,0,1), M_PI);
}
else{
//TimeTaker timer("client.updateCamera");
client.updateCamera(camera_position, camera_direction);
else
{
client.updateCamera(camera_position,
camera_direction, camera_fov);
}
//timer2.stop();
//TimeTaker //timer3("//timer3");
@ -2010,8 +1855,6 @@ void the_game(
Calculate stuff for drawing
*/
camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);
u32 daynight_ratio = client.getDayNightRatio();
u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);
video::SColor bgcolor = video::SColor(