forked from Mirrorlandia_minetest/minetest
Performance of main client loop up to 2x faster In places, up to 3 times faster
NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
This commit is contained in:
parent
2fd14e1bd5
commit
2b119e1e19
@ -97,6 +97,23 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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m_wieldnode->setItem(ItemStack(), m_gamedef);
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m_wieldnode->drop(); // m_wieldmgr grabbed it
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m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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* is documented to change server settings only)
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*
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* TODO: Local caching of settings is not optimal and should at some stage
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* be updated to use a global settings object for getting thse values
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* (as opposed to the this local caching). This can be addressed in
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* a later release.
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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_viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
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m_cache_viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
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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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}
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Camera::~Camera()
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@ -283,7 +300,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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// Amplify according to the intensity of the impact
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fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
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fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
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fall_bobbing *= m_cache_fall_bobbing_amount;
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}
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// Calculate players eye offset for different camera modes
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@ -322,7 +339,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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//rel_cam_target += 0.03 * bobvec;
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//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
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float f = 1.0;
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f *= g_settings->getFloat("view_bobbing_amount");
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f *= m_cache_view_bobbing_amount;
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rel_cam_pos += bobvec * f;
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//rel_cam_target += 0.995 * bobvec * f;
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rel_cam_target += bobvec * f;
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@ -410,7 +427,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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m_camera_position = my_cp;
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// Get FOV setting
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f32 fov_degrees = g_settings->getFloat("fov");
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f32 fov_degrees = m_cache_fov;
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fov_degrees = MYMAX(fov_degrees, 10.0);
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fov_degrees = MYMIN(fov_degrees, 170.0);
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@ -482,7 +499,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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v3f speed = player->getSpeed();
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if ((hypot(speed.X, speed.Z) > BS) &&
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(player->touching_ground) &&
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(g_settings->getBool("view_bobbing") == true) &&
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(m_cache_view_bobbing == true) &&
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(g_settings->getBool("free_move") == false ||
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!m_gamedef->checkLocalPrivilege("fly")))
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{
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@ -522,10 +539,10 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
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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->getS16("viewing_range_nodes_min");
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f32 viewing_range_min = m_cache_viewing_range_min;
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viewing_range_min = MYMAX(15.0, viewing_range_min);
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f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
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f32 viewing_range_max = m_cache_viewing_range_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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@ -542,7 +559,7 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
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else
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m_cameranode->setFarValue(viewing_range_max * BS * 10);
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f32 wanted_fps = g_settings->getFloat("wanted_fps");
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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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@ -209,6 +209,14 @@ private:
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ItemStack m_wield_item_next;
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CameraMode m_camera_mode;
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f32 m_cache_fall_bobbing_amount;
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f32 m_cache_view_bobbing_amount;
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f32 m_cache_viewing_range_min;
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f32 m_cache_viewing_range_max;
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f32 m_cache_wanted_fps;
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f32 m_cache_fov;
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bool m_cache_view_bobbing;
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};
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#endif
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@ -309,6 +309,8 @@ Client::Client(
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} else {
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localdb = NULL;
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}
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m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
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}
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void Client::Stop()
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@ -2609,7 +2611,7 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
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data->fill(b);
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data->setCrack(m_crack_level, m_crack_pos);
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data->setHighlighted(m_highlighted_pos, m_show_highlighted);
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data->setSmoothLighting(g_settings->getBool("smooth_lighting"));
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data->setSmoothLighting(m_cache_smooth_lighting);
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}
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// Add task to queue
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@ -562,6 +562,9 @@ private:
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// Used for saving server map to disk client-side
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Database *localdb;
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Server *localserver;
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// TODO: Add callback to update this when g_settings changes
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bool m_cache_smooth_lighting;
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};
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#endif // !CLIENT_HEADER
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@ -53,6 +53,20 @@ ClientMap::ClientMap(
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{
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m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
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BS*1000000,BS*1000000,BS*1000000);
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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* is documented to change server settings only)
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*
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* TODO: Local caching of settings is not optimal and should at some stage
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* be updated to use a global settings object for getting thse values
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* (as opposed to the this local caching). This can be addressed in
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* a later release.
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*/
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m_cache_trilinear_filter = g_settings->getBool("trilinear_filter");
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m_cache_bilinear_filter = g_settings->getBool("bilinear_filter");
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m_cache_anistropic_filter = g_settings->getBool("anisotropic_filter");
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}
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ClientMap::~ClientMap()
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@ -433,10 +447,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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m_last_drawn_sectors.clear();
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}
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bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
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bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
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bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
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/*
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Get time for measuring timeout.
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@ -566,9 +576,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
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buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
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buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
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buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
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const video::SMaterial& material = buf->getMaterial();
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video::IMaterialRenderer* rnd =
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@ -154,6 +154,10 @@ private:
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std::map<v3s16, MapBlock*> m_drawlist;
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std::set<v2s16> m_last_drawn_sectors;
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bool m_cache_trilinear_filter;
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bool m_cache_bilinear_filter;
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bool m_cache_anistropic_filter;
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};
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#endif
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@ -55,6 +55,7 @@ Environment::Environment():
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m_enable_day_night_ratio_override(false),
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m_day_night_ratio_override(0.0f)
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{
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m_cache_enable_shaders = g_settings->getBool("enable_shaders");
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}
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Environment::~Environment()
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@ -206,8 +207,7 @@ u32 Environment::getDayNightRatio()
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{
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if(m_enable_day_night_ratio_override)
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return m_day_night_ratio_override;
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bool smooth = g_settings->getBool("enable_shaders");
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return time_to_daynight_ratio(m_time_of_day_f*24000, smooth);
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return time_to_daynight_ratio(m_time_of_day_f*24000, m_cache_enable_shaders);
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}
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void Environment::setTimeOfDaySpeed(float speed)
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@ -121,6 +121,17 @@ protected:
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// Overriding the day-night ratio is useful for custom sky visuals
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bool m_enable_day_night_ratio_override;
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u32 m_day_night_ratio_override;
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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* is documented to change server settings only)
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*
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* TODO: Local caching of settings is not optimal and should at some stage
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* be updated to use a global settings object for getting thse values
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* (as opposed to the this local caching). This can be addressed in
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* a later release.
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*/
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bool m_cache_enable_shaders;
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private:
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JMutex m_lock;
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44
src/game.cpp
44
src/game.cpp
@ -1581,6 +1581,23 @@ private:
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KeyCache keycache;
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IntervalLimiter profiler_interval;
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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* is documented to change server settings only)
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*
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* TODO: Local caching of settings is not optimal and should at some stage
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* be updated to use a global settings object for getting thse values
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* (as opposed to the this local caching). This can be addressed in
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* a later release.
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*/
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bool m_cache_doubletap_jump;
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bool m_cache_enable_node_highlighting;
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bool m_cache_enable_clouds;
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bool m_cache_enable_particles;
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bool m_cache_enable_fog;
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f32 m_cache_mouse_sensitivity;
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f32 m_repeat_right_click_time;
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};
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Game::Game() :
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@ -1605,7 +1622,13 @@ Game::Game() :
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local_inventory(NULL),
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hud(NULL)
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{
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m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
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m_cache_enable_node_highlighting = g_settings->getBool("enable_node_highlighting");
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m_cache_enable_clouds = g_settings->getBool("enable_clouds");
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m_cache_enable_particles = g_settings->getBool("enable_particles");
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m_cache_enable_fog = g_settings->getBool("enable_fog");
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m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
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m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");
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}
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@ -1934,7 +1957,7 @@ bool Game::createClient(const std::string &playername,
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/* Clouds
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*/
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if (g_settings->getBool("enable_clouds")) {
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if (m_cache_enable_clouds) {
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clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1, time(0));
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if (!clouds) {
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*error_message = L"Memory allocation error";
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@ -2454,7 +2477,7 @@ void Game::processUserInput(VolatileRunFlags *flags,
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#endif
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// Increase timer for double tap of "keymap_jump"
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if (g_settings->getBool("doubletap_jump") && interact_args->jump_timer <= 0.2)
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if (m_cache_doubletap_jump && interact_args->jump_timer <= 0.2)
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interact_args->jump_timer += dtime;
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processKeyboardInput(
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@ -2648,7 +2671,7 @@ void Game::toggleFreeMove(float *statustext_time)
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void Game::toggleFreeMoveAlt(float *statustext_time, float *jump_timer)
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{
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if (g_settings->getBool("doubletap_jump") && *jump_timer < 0.2f)
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if (m_cache_doubletap_jump && *jump_timer < 0.2f)
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toggleFreeMove(statustext_time);
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}
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@ -2859,7 +2882,7 @@ void Game::updateCameraDirection(CameraOrientation *cam,
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//infostream<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
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float d = g_settings->getFloat("mouse_sensitivity");
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float d = m_cache_mouse_sensitivity;
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d = rangelim(d, 0.01, 100.0);
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cam->camera_yaw -= dx * d;
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cam->camera_pitch += dy * d;
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@ -3333,7 +3356,7 @@ void Game::processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
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if (pointed != runData->pointed_old) {
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infostream << "Pointing at " << pointed.dump() << std::endl;
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if (g_settings->getBool("enable_node_highlighting")) {
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if (m_cache_enable_node_highlighting) {
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if (pointed.type == POINTEDTHING_NODE) {
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client->setHighlighted(pointed.node_undersurface, show_hud);
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} else {
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@ -3446,8 +3469,7 @@ void Game::handlePointingAtNode(GameRunData *runData,
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}
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if ((input->getRightClicked() ||
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runData->repeat_rightclick_timer >=
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g_settings->getFloat("repeat_rightclick_time")) &&
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runData->repeat_rightclick_timer >= m_repeat_right_click_time) &&
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client->checkPrivilege("interact")) {
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runData->repeat_rightclick_timer = 0;
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infostream << "Ground right-clicked" << std::endl;
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@ -3582,7 +3604,7 @@ void Game::handleDigging(GameRunData *runData,
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} else {
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runData->dig_time_complete = params.time;
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if (g_settings->getBool("enable_particles")) {
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if (m_cache_enable_particles) {
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const ContentFeatures &features =
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client->getNodeDefManager()->get(n);
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addPunchingParticles(gamedef, smgr, player,
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@ -3629,7 +3651,7 @@ void Game::handleDigging(GameRunData *runData,
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if (is_valid_position)
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client->removeNode(nodepos);
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if (g_settings->getBool("enable_particles")) {
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if (m_cache_enable_particles) {
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const ContentFeatures &features =
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client->getNodeDefManager()->get(wasnode);
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addDiggingParticles
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@ -3765,7 +3787,7 @@ void Game::updateFrame(std::vector<aabb3f> &highlight_boxes,
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Fog
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*/
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if (g_settings->getBool("enable_fog") && !flags.force_fog_off) {
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if (m_cache_enable_fog && !flags.force_fog_off) {
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driver->setFog(
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sky->getBgColor(),
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video::EFT_FOG_LINEAR,
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