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Reduce the use of porting::getTimeMs() when rendering frames (#12679)

* Avoid calling TimeTaker too frequently in renderMapXXX
* Calculate animation timer once per frame
* Remove code that breaks rendering frame at 2000ms

Co-authored-by: sfan5 <sfan5@live.de>

Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
x2048 2022-08-13 22:33:26 +02:00 committed by GitHub
parent 0e439b2fa3
commit d1cbb4bd8a
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 19 additions and 16 deletions

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@ -502,7 +502,7 @@ public:
float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
m_star_color.set(clr, services);
u32 animation_timer = porting::getTimeMs() % 1000000;
u32 animation_timer = m_client->getEnv().getFrameTime() % 1000000;
float animation_timer_f = (float)animation_timer / 100000.f;
m_animation_timer_vertex.set(&animation_timer_f, services);
m_animation_timer_pixel.set(&animation_timer_f, services);
@ -3275,7 +3275,7 @@ PointedThing Game::updatePointedThing(
final_color_blend(&c, light_level, daynight_ratio);
// Modify final color a bit with time
u32 timer = porting::getTimeMs() % 5000;
u32 timer = client->getEnv().getFrameTime() % 5000;
float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
float sin_r = 0.08f * std::sin(timerf);
float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
@ -3747,6 +3747,12 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
TimeTaker tt_update("Game::updateFrame()");
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
Frame time
*/
client->getEnv().updateFrameTime();
/*
Fog range
*/