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Camera: remove auto tune FPS, single view range setting
This commit is contained in:
parent
2f4cf0bcca
commit
b2aabdfe07
@ -209,11 +209,11 @@ keymap_toggle_profiler (Profiler toggle key) key KEY_F6
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_camera_mode (Toggle camera mode key) key KEY_F7
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# Key for increasing the viewing range. Modifies the minimum viewing range.
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# Key for increasing the viewing range.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_increase_viewing_range_min (View range increase key) key +
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# Key for decreasing the viewing range. Modifies the minimum viewing range.
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# Key for decreasing the viewing range.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_decrease_viewing_range_min (View range decrease key) key -
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@ -388,10 +388,6 @@ enable_waving_plants (Waving plants) bool false
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[***Advanced]
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# Minimum wanted FPS.
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# The amount of rendered stuff is dynamically set according to this. and viewing range min and max.
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wanted_fps (Wanted FPS) int 30
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# If FPS would go higher than this, limit it by sleeping
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# to not waste CPU power for no benefit.
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fps_max (Maximum FPS) int 60
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@ -399,13 +395,9 @@ fps_max (Maximum FPS) int 60
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# Maximum FPS when game is paused.
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pause_fps_max (FPS in pause menu) int 20
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# The allowed adjustment range for the automatic rendering range adjustment.
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# Set this to be equal to viewing range minimum to disable the auto-adjustment algorithm.
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viewing_range_nodes_max (Viewing range maximum) int 160
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# The allowed adjustment range for the automatic rendering range adjustment.
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# Set this to be equal to viewing range maximum to disable the auto-adjustment algorithm.
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viewing_range_nodes_min (Viewing range minimum) int 35
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# View distance in nodes.
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# Min = 20
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viewing_range (Viewing range) int 100
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# Width component of the initial window size.
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screenW (Screen width) int 800
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@ -214,12 +214,12 @@
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# type: key
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# keymap_camera_mode = KEY_F7
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# Key for increasing the viewing range. Modifies the minimum viewing range.
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# Key for increasing the viewing range.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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# type: key
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# keymap_increase_viewing_range_min = +
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# Key for decreasing the viewing range. Modifies the minimum viewing range.
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# Key for decreasing the viewing range.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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# type: key
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# keymap_decrease_viewing_range_min = -
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@ -431,11 +431,6 @@
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#### Advanced
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# Minimum wanted FPS.
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# The amount of rendered stuff is dynamically set according to this. and viewing range min and max.
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# type: int
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# wanted_fps = 30
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# If FPS would go higher than this, limit it by sleeping
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# to not waste CPU power for no benefit.
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# type: int
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@ -445,15 +440,10 @@
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# type: int
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# pause_fps_max = 20
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# The allowed adjustment range for the automatic rendering range adjustment.
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# Set this to be equal to viewing range minimum to disable the auto-adjustment algorithm.
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# View range in nodes.
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# Min = 20.
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# type: int
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# viewing_range_nodes_max = 160
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# The allowed adjustment range for the automatic rendering range adjustment.
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# Set this to be equal to viewing range maximum to disable the auto-adjustment algorithm.
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# type: int
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# viewing_range_nodes_min = 35
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# viewing_range = 100
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# Width component of the initial window size.
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# type: int
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151
src/camera.cpp
151
src/camera.cpp
@ -60,13 +60,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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m_fov_x(1.0),
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m_fov_y(1.0),
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m_added_busytime(0),
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m_added_frames(0),
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m_range_old(0),
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m_busytime_old(0),
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m_frametime_counter(0),
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m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
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m_view_bobbing_anim(0),
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m_view_bobbing_state(0),
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m_view_bobbing_speed(0),
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@ -109,7 +102,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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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_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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m_nametags.clear();
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@ -455,8 +447,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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m_wieldnode->setColor(player->light_color);
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// Render distance feedback loop
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updateViewingRange(frametime, busytime);
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// Set render distance
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updateViewingRange();
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// If the player is walking, swimming, or climbing,
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// view bobbing is enabled and free_move is off,
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@ -484,143 +476,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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}
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}
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void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
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void Camera::updateViewingRange()
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{
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if (m_draw_control.range_all)
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return;
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m_added_busytime += busytime_in;
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m_added_frames += 1;
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m_frametime_counter -= frametime_in;
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if (m_frametime_counter > 0)
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return;
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m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
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/*dstream<<FUNCTION_NAME
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<<": Collected "<<m_added_frames<<" frames, total of "
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<<m_added_busytime<<"s."<<std::endl;
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dstream<<"m_draw_control.blocks_drawn="
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<<m_draw_control.blocks_drawn
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<<", m_draw_control.blocks_would_have_drawn="
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<<m_draw_control.blocks_would_have_drawn
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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->getFloat("viewing_range_nodes_min");
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viewing_range_min = MYMAX(15.0, viewing_range_min);
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f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_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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if(m_draw_control.wanted_range < viewing_range_min)
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m_draw_control.wanted_range = viewing_range_min;
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if(m_draw_control.wanted_range > viewing_range_max)
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m_draw_control.wanted_range = viewing_range_max;
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// Just so big a value that everything rendered is visible
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// Some more allowance than viewing_range_max * BS because of clouds,
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// active objects, etc.
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if(viewing_range_max < 200*BS)
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m_cameranode->setFarValue(200 * BS * 10);
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else
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m_cameranode->setFarValue(viewing_range_max * BS * 10);
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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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m_draw_control.wanted_min_range = viewing_range_min;
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m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
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if (m_draw_control.wanted_max_blocks < 10)
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m_draw_control.wanted_max_blocks = 10;
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f32 block_draw_ratio = 1.0;
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if (m_draw_control.blocks_would_have_drawn != 0)
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{
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block_draw_ratio = (f32)m_draw_control.blocks_drawn
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/ (f32)m_draw_control.blocks_would_have_drawn;
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}
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// Calculate the average frametime in the case that all wanted
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// blocks had been drawn
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f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
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m_added_busytime = 0.0;
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m_added_frames = 0;
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f32 wanted_frametime_change = wanted_frametime - frametime;
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//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
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// If needed frametime change is small, just return
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// This value was 0.4 for many months until 2011-10-18 by c55;
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if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
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{
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//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
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if (m_draw_control.range_all) {
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m_cameranode->setFarValue(100000.0);
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return;
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}
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f32 range = m_draw_control.wanted_range;
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f32 new_range = range;
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f32 d_range = range - m_range_old;
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f32 d_busytime = busytime_in - m_busytime_old;
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if (d_range != 0)
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{
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m_time_per_range = d_busytime / d_range;
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}
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//dstream<<"time_per_range="<<m_time_per_range<<std::endl;
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g_profiler->avg("time_per_range", m_time_per_range);
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// The minimum allowed calculated frametime-range derivative:
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// Practically this sets the maximum speed of changing the range.
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// The lower this value, the higher the maximum changing speed.
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// A low value here results in wobbly range (0.001)
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// A low value can cause oscillation in very nonlinear time/range curves.
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// A high value here results in slow changing range (0.0025)
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// SUGG: This could be dynamically adjusted so that when
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// the camera is turning, this is lower
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//f32 min_time_per_range = 0.0010; // Up to 0.4.7
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f32 min_time_per_range = 0.0005;
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if(m_time_per_range < min_time_per_range)
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{
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m_time_per_range = min_time_per_range;
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//dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
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}
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else
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{
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//dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
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}
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f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
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// Dampen the change a bit to kill oscillations
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//wanted_range_change *= 0.9;
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//wanted_range_change *= 0.75;
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wanted_range_change *= 0.5;
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//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
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// If needed range change is very small, just return
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if(fabs(wanted_range_change) < 0.001)
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{
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//dstream<<"ignoring small wanted_range_change"<<std::endl;
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return;
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}
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new_range += wanted_range_change;
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//f32 new_range_unclamped = new_range;
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new_range = MYMAX(new_range, viewing_range_min);
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new_range = MYMIN(new_range, viewing_range_max);
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/*dstream<<"new_range="<<new_range_unclamped
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<<", clamped to "<<new_range<<std::endl;*/
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m_range_old = m_draw_control.wanted_range;
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m_busytime_old = busytime_in;
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m_draw_control.wanted_range = new_range;
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f32 viewing_range = g_settings->getFloat("viewing_range");
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m_draw_control.wanted_range = viewing_range;
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m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
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}
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void Camera::setDigging(s32 button)
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13
src/camera.h
13
src/camera.h
@ -136,8 +136,8 @@ public:
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void update(LocalPlayer* player, f32 frametime, f32 busytime,
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f32 tool_reload_ratio, ClientEnvironment &c_env);
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// Render distance feedback loop
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void updateViewingRange(f32 frametime_in, f32 busytime_in);
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// Update render distance
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void updateViewingRange();
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// Start digging animation
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// Pass 0 for left click, 1 for right click
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@ -204,14 +204,6 @@ private:
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f32 m_fov_x;
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f32 m_fov_y;
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// Stuff for viewing range calculations
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f32 m_added_busytime;
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s16 m_added_frames;
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f32 m_range_old;
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f32 m_busytime_old;
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f32 m_frametime_counter;
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f32 m_time_per_range;
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// View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
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f32 m_view_bobbing_anim;
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// If 0, view bobbing is off (e.g. player is standing).
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@ -238,7 +230,6 @@ private:
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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_wanted_fps;
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f32 m_cache_fov;
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bool m_cache_view_bobbing;
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@ -327,7 +327,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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blocks_would_have_drawn++;
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if (blocks_drawn >= m_control.wanted_max_blocks &&
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!m_control.range_all &&
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d > m_control.wanted_min_range * BS)
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d > m_control.wanted_range * BS)
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continue;
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// Add to set
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@ -30,9 +30,8 @@ struct MapDrawControl
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{
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MapDrawControl():
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range_all(false),
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wanted_range(50),
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wanted_range(0),
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wanted_max_blocks(0),
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wanted_min_range(0),
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blocks_drawn(0),
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blocks_would_have_drawn(0),
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farthest_drawn(0)
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@ -44,8 +43,6 @@ struct MapDrawControl
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float wanted_range;
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// Maximum number of blocks to draw
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u32 wanted_max_blocks;
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// Blocks in this range are drawn regardless of number of blocks drawn
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float wanted_min_range;
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// Number of blocks rendered is written here by the renderer
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u32 blocks_drawn;
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// Number of blocks that would have been drawn in wanted_range
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@ -89,12 +89,9 @@ void set_default_settings(Settings *settings)
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settings->setDefault("show_debug", "true");
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#endif
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settings->setDefault("wanted_fps", "30");
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settings->setDefault("fps_max", "60");
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settings->setDefault("pause_fps_max", "20");
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// A bit more than the server will send around the player, to make fog blend well
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settings->setDefault("viewing_range_nodes_max", "240");
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settings->setDefault("viewing_range_nodes_min", "35");
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settings->setDefault("viewing_range", "100");
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settings->setDefault("map_generation_limit", "31000");
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settings->setDefault("screenW", "800");
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settings->setDefault("screenH", "600");
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@ -345,8 +342,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("emergequeue_limit_diskonly", "8");
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settings->setDefault("emergequeue_limit_generate", "8");
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settings->setDefault("viewing_range_nodes_max", "50");
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settings->setDefault("viewing_range_nodes_min", "20");
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settings->setDefault("viewing_range", "50");
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settings->setDefault("inventory_image_hack", "false");
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//check for device with small screen
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23
src/game.cpp
23
src/game.cpp
@ -3039,10 +3039,10 @@ void Game::toggleProfiler(float *statustext_time, u32 *profiler_current_page,
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void Game::increaseViewRange(float *statustext_time)
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{
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s16 range = g_settings->getS16("viewing_range_nodes_min");
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s16 range = g_settings->getS16("viewing_range");
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s16 range_new = range + 10;
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g_settings->set("viewing_range_nodes_min", itos(range_new));
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statustext = utf8_to_wide("Minimum viewing range changed to "
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g_settings->set("viewing_range", itos(range_new));
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statustext = utf8_to_wide("Viewing range changed to "
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+ itos(range_new));
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*statustext_time = 0;
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}
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@ -3050,14 +3050,14 @@ void Game::increaseViewRange(float *statustext_time)
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void Game::decreaseViewRange(float *statustext_time)
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{
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s16 range = g_settings->getS16("viewing_range_nodes_min");
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s16 range = g_settings->getS16("viewing_range");
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s16 range_new = range - 10;
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if (range_new < 0)
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range_new = range;
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if (range_new < 20)
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range_new = 20;
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g_settings->set("viewing_range_nodes_min", itos(range_new));
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statustext = utf8_to_wide("Minimum viewing range changed to "
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g_settings->set("viewing_range", itos(range_new));
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statustext = utf8_to_wide("Viewing range changed to "
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+ itos(range_new));
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*statustext_time = 0;
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}
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@ -3935,12 +3935,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
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if (draw_control->range_all) {
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runData->fog_range = 100000 * BS;
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} else {
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runData->fog_range = draw_control->wanted_range * BS
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+ 0.0 * MAP_BLOCKSIZE * BS;
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runData->fog_range = MYMIN(
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runData->fog_range,
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(draw_control->farthest_drawn + 20) * BS);
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runData->fog_range *= 0.9;
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runData->fog_range = 0.9 * draw_control->wanted_range * BS;
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}
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/*
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