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Fix and improve view range tuner
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@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "gamedef.h"
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#include "sound.h"
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#include "event.h"
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#include "profiler.h"
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#include "util/numeric.h"
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#include "util/mathconstants.h"
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@ -57,10 +58,10 @@ 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_frametime(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_frametime_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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@ -242,8 +243,8 @@ void Camera::step(f32 dtime)
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}
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}
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void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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f32 tool_reload_ratio)
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void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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v2u32 screensize, f32 tool_reload_ratio)
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{
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// Get player position
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// Smooth the movement when walking up stairs
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@ -416,7 +417,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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m_wieldlight = player->light;
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// Render distance feedback loop
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updateViewingRange(frametime);
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updateViewingRange(frametime, busytime);
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// If the player seems to be walking on solid ground,
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// view bobbing is enabled and free_move is off,
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@ -440,23 +441,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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}
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}
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void Camera::updateViewingRange(f32 frametime_in)
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void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
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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_frametime += frametime_in;
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m_added_busytime += busytime_in;
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m_added_frames += 1;
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// Actually this counter kind of sucks because frametime is busytime
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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;
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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_frametime<<"s."<<std::endl;
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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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@ -466,7 +466,7 @@ void Camera::updateViewingRange(f32 frametime_in)
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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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viewing_range_min = MYMAX(5.0, 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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viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
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@ -503,17 +503,17 @@ void Camera::updateViewingRange(f32 frametime_in)
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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_frametime / m_added_frames / block_draw_ratio;
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f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
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m_added_frametime = 0.0;
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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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// Let's see how this works out.
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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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@ -524,22 +524,24 @@ void Camera::updateViewingRange(f32 frametime_in)
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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_frametime = frametime - m_frametime_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_frametime / d_range;
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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 = 0.0015;
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f32 min_time_per_range = 0.0010;
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//f32 min_time_per_range = 0.05 / range;
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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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@ -572,10 +574,10 @@ void Camera::updateViewingRange(f32 frametime_in)
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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_draw_control.wanted_range = new_range;
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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_range_old = new_range;
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m_frametime_old = frametime;
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m_draw_control.wanted_range = new_range;
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}
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void Camera::setDigging(s32 button)
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12
src/camera.h
12
src/camera.h
@ -105,12 +105,12 @@ public:
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void step(f32 dtime);
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// Update the camera from the local player's position.
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// frametime is used to adjust the viewing range.
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void update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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f32 tool_reload_ratio);
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// busytime is used to adjust the viewing range.
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void update(LocalPlayer* player, f32 frametime, f32 busytime,
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v2u32 screensize, f32 tool_reload_ratio);
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// Render distance feedback loop
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void updateViewingRange(f32 frametime_in);
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void updateViewingRange(f32 frametime_in, f32 busytime_in);
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// Start digging animation
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// Pass 0 for left click, 1 for right click
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@ -151,10 +151,10 @@ private:
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f32 m_fov_y;
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// Stuff for viewing range calculations
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f32 m_added_frametime;
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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_frametime_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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@ -215,6 +215,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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//u32 blocks_had_pass_meshbuf = 0;
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// Blocks from which stuff was actually drawn
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//u32 blocks_without_stuff = 0;
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// Distance to farthest drawn block
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float farthest_drawn = 0;
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for(std::map<v2s16, MapSector*>::iterator
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si = m_sectors.begin();
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@ -347,6 +349,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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sector_blocks_drawn++;
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blocks_drawn++;
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if(d/BS > farthest_drawn)
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farthest_drawn = d/BS;
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} // foreach sectorblocks
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@ -356,6 +360,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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m_control.blocks_would_have_drawn = blocks_would_have_drawn;
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m_control.blocks_drawn = blocks_drawn;
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m_control.farthest_drawn = farthest_drawn;
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g_profiler->avg("CM: blocks in range", blocks_in_range);
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g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
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@ -363,6 +368,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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g_profiler->avg("CM: blocks in range without mesh (frac)",
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(float)blocks_in_range_without_mesh/blocks_in_range);
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g_profiler->avg("CM: blocks drawn", blocks_drawn);
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g_profiler->avg("CM: farthest drawn", farthest_drawn);
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g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
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}
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@ -33,7 +33,8 @@ struct MapDrawControl
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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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blocks_would_have_drawn(0),
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farthest_drawn(0)
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{
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}
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// Overrides limits by drawing everything
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@ -48,6 +49,8 @@ struct MapDrawControl
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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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u32 blocks_would_have_drawn;
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// Distance to the farthest block drawn
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float farthest_drawn;
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};
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class Client;
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@ -2456,7 +2456,8 @@ void the_game(
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float full_punch_interval = playeritem_toolcap.full_punch_interval;
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float tool_reload_ratio = time_from_last_punch / full_punch_interval;
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tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
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camera.update(player, busytime, screensize, tool_reload_ratio);
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camera.update(player, dtime, busytime, screensize,
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tool_reload_ratio);
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camera.step(dtime);
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v3f player_position = player->getPosition();
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@ -2875,6 +2876,7 @@ void the_game(
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else
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{
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fog_range = draw_control.wanted_range*BS + 0.0*MAP_BLOCKSIZE*BS;
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fog_range = MYMIN(fog_range, (draw_control.farthest_drawn+20)*BS);
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fog_range *= 0.9;
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if(draw_control.range_all)
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fog_range = 100000*BS;
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