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Fix and improve view range tuner

This commit is contained in:
Perttu Ahola 2013-08-03 18:46:18 +03:00
parent 45589fae58
commit c50c9a10f1
5 changed files with 43 additions and 30 deletions

View file

@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gamedef.h"
#include "sound.h"
#include "event.h"
#include "profiler.h"
#include "util/numeric.h"
#include "util/mathconstants.h"
@ -57,10 +58,10 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_fov_x(1.0),
m_fov_y(1.0),
m_added_frametime(0),
m_added_busytime(0),
m_added_frames(0),
m_range_old(0),
m_frametime_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
@ -242,8 +243,8 @@ void Camera::step(f32 dtime)
}
}
void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
f32 tool_reload_ratio)
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v2u32 screensize, f32 tool_reload_ratio)
{
// Get player position
// Smooth the movement when walking up stairs
@ -416,7 +417,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
m_wieldlight = player->light;
// Render distance feedback loop
updateViewingRange(frametime);
updateViewingRange(frametime, busytime);
// If the player seems to be walking on solid ground,
// view bobbing is enabled and free_move is off,
@ -440,23 +441,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
}
}
void Camera::updateViewingRange(f32 frametime_in)
void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
{
if (m_draw_control.range_all)
return;
m_added_frametime += frametime_in;
m_added_busytime += busytime_in;
m_added_frames += 1;
// Actually this counter kind of sucks because frametime is busytime
m_frametime_counter -= frametime_in;
if (m_frametime_counter > 0)
return;
m_frametime_counter = 0.2;
m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
/*dstream<<__FUNCTION_NAME
<<": Collected "<<m_added_frames<<" frames, total of "
<<m_added_frametime<<"s."<<std::endl;
<<m_added_busytime<<"s."<<std::endl;
dstream<<"m_draw_control.blocks_drawn="
<<m_draw_control.blocks_drawn
@ -466,7 +466,7 @@ void Camera::updateViewingRange(f32 frametime_in)
// Get current viewing range and FPS settings
f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
viewing_range_min = MYMAX(5.0, viewing_range_min);
viewing_range_min = MYMAX(15.0, viewing_range_min);
f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
@ -503,17 +503,17 @@ void Camera::updateViewingRange(f32 frametime_in)
// Calculate the average frametime in the case that all wanted
// blocks had been drawn
f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
m_added_frametime = 0.0;
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;
// Let's see how this works out.
if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
@ -524,22 +524,24 @@ void Camera::updateViewingRange(f32 frametime_in)
f32 new_range = range;
f32 d_range = range - m_range_old;
f32 d_frametime = frametime - m_frametime_old;
f32 d_busytime = busytime_in - m_busytime_old;
if (d_range != 0)
{
m_time_per_range = d_frametime / d_range;
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 = 0.0015;
f32 min_time_per_range = 0.0010;
//f32 min_time_per_range = 0.05 / range;
//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;
@ -572,10 +574,10 @@ void Camera::updateViewingRange(f32 frametime_in)
/*dstream<<"new_range="<<new_range_unclamped
<<", clamped to "<<new_range<<std::endl;*/
m_draw_control.wanted_range = new_range;
m_range_old = m_draw_control.wanted_range;
m_busytime_old = busytime_in;
m_range_old = new_range;
m_frametime_old = frametime;
m_draw_control.wanted_range = new_range;
}
void Camera::setDigging(s32 button)