Fog: Make fraction of visible distance at which fog starts configurable

Optimise the fetching of global settings 'camera_smoothing',
'cinematic' and 'cinematic_camera_smoothing'.
Cache 'cam_smoothing'.
This commit is contained in:
Lars Hofhansl 2016-12-03 21:43:25 -08:00 committed by paramat
parent 9714cdcf4b
commit 075833e393
8 changed files with 43 additions and 12 deletions

@ -529,6 +529,9 @@ ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
# Enables animation of inventory items.
inventory_items_animations (Inventory items animations) bool false
# Fraction of the visible distance at which fog starts to be rendered
fog_start (Fog Start) float 0.4 0.0 0.99
[**Menus]
# Use a cloud animation for the main menu background.

@ -19,7 +19,7 @@ bool normalTexturePresent = false;
const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = 0.4;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
#ifdef ENABLE_TONE_MAPPING

@ -21,7 +21,7 @@ bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = 0.4;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
#ifdef ENABLE_TONE_MAPPING

@ -19,7 +19,7 @@ bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = 0.4;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
void get_texture_flags()

@ -615,6 +615,10 @@
# type: bool
# inventory_items_animations = false
# Fraction of the visible distance at which fog starts to be rendered
# Range 0 - 0.99
# fog_start = 0.4
### Menus
# Use a cloud animation for the main menu background.

@ -106,6 +106,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("client_unload_unused_data_timeout", "600");
settings->setDefault("client_mapblock_limit", "5000");
settings->setDefault("enable_fog", "true");
settings->setDefault("fog_start", "0.4");
settings->setDefault("fov", "72");
settings->setDefault("view_bobbing", "true");
settings->setDefault("leaves_style", "fancy");

@ -1825,6 +1825,8 @@ private:
f32 m_cache_mouse_sensitivity;
f32 m_cache_joystick_frustum_sensitivity;
f32 m_repeat_right_click_time;
f32 m_cache_cam_smoothing;
f32 m_cache_fog_start;
#ifdef __ANDROID__
bool m_cache_hold_aux1;
@ -1876,6 +1878,12 @@ Game::Game() :
&settingChangedCallback, this);
g_settings->registerChangedCallback("free_move",
&settingChangedCallback, this);
g_settings->registerChangedCallback("cinematic",
&settingChangedCallback, this);
g_settings->registerChangedCallback("cinematic_camera_smoothing",
&settingChangedCallback, this);
g_settings->registerChangedCallback("camera_smoothing",
&settingChangedCallback, this);
readSettings();
@ -1929,6 +1937,12 @@ Game::~Game()
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("free_move",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("cinematic",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("camera_smoothing",
&settingChangedCallback, this);
}
bool Game::startup(bool *kill,
@ -2034,16 +2048,10 @@ void Game::run()
processUserInput(&flags, &runData, dtime);
// Update camera before player movement to avoid camera lag of one frame
updateCameraDirection(&cam_view_target, &flags, dtime);
float cam_smoothing = 0;
if (g_settings->getBool("cinematic"))
cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
else
cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
cam_smoothing = rangelim(cam_smoothing, 0.01f, 1.0f);
cam_view.camera_yaw += (cam_view_target.camera_yaw -
cam_view.camera_yaw) * cam_smoothing;
cam_view.camera_yaw) * m_cache_cam_smoothing;
cam_view.camera_pitch += (cam_view_target.camera_pitch -
cam_view.camera_pitch) * cam_smoothing;
cam_view.camera_pitch) * m_cache_cam_smoothing;
updatePlayerControl(cam_view);
step(&dtime);
processClientEvents(&cam_view_target, &runData.damage_flash);
@ -4284,7 +4292,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
runData->fog_range * 0.4,
runData->fog_range * m_cache_fog_start,
runData->fog_range * 1.0,
0.01,
false, // pixel fog
@ -4660,7 +4668,18 @@ void Game::readSettings()
m_cache_enable_noclip = g_settings->getBool("noclip");
m_cache_enable_free_move = g_settings->getBool("free_move");
m_cache_fog_start = g_settings->getFloat("fog_start");
m_cache_cam_smoothing = 0;
if (g_settings->getBool("cinematic"))
m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
else
m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
}
/****************************************************************************/

@ -751,6 +751,10 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
if (g_settings->getBool("tone_mapping"))
shaders_header += "#define ENABLE_TONE_MAPPING\n";
shaders_header += "#define FOG_START ";
shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
shaders_header += "\n";
// Call addHighLevelShaderMaterial() or addShaderMaterial()
const c8* vertex_program_ptr = 0;
const c8* pixel_program_ptr = 0;