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Fix and improve view range tuner
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celeron55 committed Aug 3, 2013
1 parent 45589fa commit c50c9a10f12fb28724b30ec0db00aee39c4a1414
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Showing 5 changed files with 43 additions and 30 deletions.
@@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gamedef.h"
#include "sound.h"
#include "event.h"
#include "profiler.h"
#include "util/numeric.h"
#include "util/mathconstants.h"

@@ -57,10 +58,10 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_fov_x(1.0),
m_fov_y(1.0),

m_added_frametime(0),
m_added_busytime(0),
m_added_frames(0),
m_range_old(0),
m_frametime_old(0),
m_busytime_old(0),
m_frametime_counter(0),
m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range

@@ -242,8 +243,8 @@ void Camera::step(f32 dtime)
}
}

void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
f32 tool_reload_ratio)
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v2u32 screensize, f32 tool_reload_ratio)
{
// Get player position
// Smooth the movement when walking up stairs
@@ -416,7 +417,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
m_wieldlight = player->light;

// Render distance feedback loop
updateViewingRange(frametime);
updateViewingRange(frametime, busytime);

// If the player seems to be walking on solid ground,
// view bobbing is enabled and free_move is off,
@@ -440,23 +441,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
}
}

void Camera::updateViewingRange(f32 frametime_in)
void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
{
if (m_draw_control.range_all)
return;

m_added_frametime += frametime_in;
m_added_busytime += busytime_in;
m_added_frames += 1;

// Actually this counter kind of sucks because frametime is busytime
m_frametime_counter -= frametime_in;
if (m_frametime_counter > 0)
return;
m_frametime_counter = 0.2;
m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval

/*dstream<<__FUNCTION_NAME
<<": Collected "<<m_added_frames<<" frames, total of "
<<m_added_frametime<<"s."<<std::endl;
<<m_added_busytime<<"s."<<std::endl;
dstream<<"m_draw_control.blocks_drawn="
<<m_draw_control.blocks_drawn
@@ -466,7 +466,7 @@ void Camera::updateViewingRange(f32 frametime_in)

// Get current viewing range and FPS settings
f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
viewing_range_min = MYMAX(5.0, viewing_range_min);
viewing_range_min = MYMAX(15.0, viewing_range_min);

f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
@@ -503,17 +503,17 @@ void Camera::updateViewingRange(f32 frametime_in)

// Calculate the average frametime in the case that all wanted
// blocks had been drawn
f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;

m_added_frametime = 0.0;
m_added_busytime = 0.0;
m_added_frames = 0;

f32 wanted_frametime_change = wanted_frametime - frametime;
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
g_profiler->avg("wanted_frametime_change", wanted_frametime_change);

// If needed frametime change is small, just return
// This value was 0.4 for many months until 2011-10-18 by c55;
// Let's see how this works out.
if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
@@ -524,22 +524,24 @@ void Camera::updateViewingRange(f32 frametime_in)
f32 new_range = range;

f32 d_range = range - m_range_old;
f32 d_frametime = frametime - m_frametime_old;
f32 d_busytime = busytime_in - m_busytime_old;
if (d_range != 0)
{
m_time_per_range = d_frametime / d_range;
m_time_per_range = d_busytime / d_range;
}
//dstream<<"time_per_range="<<m_time_per_range<<std::endl;
g_profiler->avg("time_per_range", m_time_per_range);

// The minimum allowed calculated frametime-range derivative:
// Practically this sets the maximum speed of changing the range.
// The lower this value, the higher the maximum changing speed.
// A low value here results in wobbly range (0.001)
// A low value can cause oscillation in very nonlinear time/range curves.
// A high value here results in slow changing range (0.0025)
// SUGG: This could be dynamically adjusted so that when
// the camera is turning, this is lower
//f32 min_time_per_range = 0.0015;
f32 min_time_per_range = 0.0010;
//f32 min_time_per_range = 0.05 / range;
//f32 min_time_per_range = 0.0010; // Up to 0.4.7
f32 min_time_per_range = 0.0005;
if(m_time_per_range < min_time_per_range)
{
m_time_per_range = min_time_per_range;
@@ -572,10 +574,10 @@ void Camera::updateViewingRange(f32 frametime_in)
/*dstream<<"new_range="<<new_range_unclamped
<<", clamped to "<<new_range<<std::endl;*/

m_draw_control.wanted_range = new_range;
m_range_old = m_draw_control.wanted_range;
m_busytime_old = busytime_in;

m_range_old = new_range;
m_frametime_old = frametime;
m_draw_control.wanted_range = new_range;
}

void Camera::setDigging(s32 button)
@@ -105,12 +105,12 @@ class Camera
void step(f32 dtime);

// Update the camera from the local player's position.
// frametime is used to adjust the viewing range.
void update(LocalPlayer* player, f32 frametime, v2u32 screensize,
f32 tool_reload_ratio);
// busytime is used to adjust the viewing range.
void update(LocalPlayer* player, f32 frametime, f32 busytime,
v2u32 screensize, f32 tool_reload_ratio);

// Render distance feedback loop
void updateViewingRange(f32 frametime_in);
void updateViewingRange(f32 frametime_in, f32 busytime_in);

// Start digging animation
// Pass 0 for left click, 1 for right click
@@ -151,10 +151,10 @@ class Camera
f32 m_fov_y;

// Stuff for viewing range calculations
f32 m_added_frametime;
f32 m_added_busytime;
s16 m_added_frames;
f32 m_range_old;
f32 m_frametime_old;
f32 m_busytime_old;
f32 m_frametime_counter;
f32 m_time_per_range;

@@ -215,6 +215,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
//u32 blocks_had_pass_meshbuf = 0;
// Blocks from which stuff was actually drawn
//u32 blocks_without_stuff = 0;
// Distance to farthest drawn block
float farthest_drawn = 0;

for(std::map<v2s16, MapSector*>::iterator
si = m_sectors.begin();
@@ -347,6 +349,8 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)

sector_blocks_drawn++;
blocks_drawn++;
if(d/BS > farthest_drawn)
farthest_drawn = d/BS;

} // foreach sectorblocks

@@ -356,13 +360,15 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)

m_control.blocks_would_have_drawn = blocks_would_have_drawn;
m_control.blocks_drawn = blocks_drawn;
m_control.farthest_drawn = farthest_drawn;

g_profiler->avg("CM: blocks in range", blocks_in_range);
g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
if(blocks_in_range != 0)
g_profiler->avg("CM: blocks in range without mesh (frac)",
(float)blocks_in_range_without_mesh/blocks_in_range);
g_profiler->avg("CM: blocks drawn", blocks_drawn);
g_profiler->avg("CM: farthest drawn", farthest_drawn);
g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
}

@@ -33,7 +33,8 @@ struct MapDrawControl
wanted_max_blocks(0),
wanted_min_range(0),
blocks_drawn(0),
blocks_would_have_drawn(0)
blocks_would_have_drawn(0),
farthest_drawn(0)
{
}
// Overrides limits by drawing everything
@@ -48,6 +49,8 @@ struct MapDrawControl
u32 blocks_drawn;
// Number of blocks that would have been drawn in wanted_range
u32 blocks_would_have_drawn;
// Distance to the farthest block drawn
float farthest_drawn;
};

class Client;
@@ -2456,7 +2456,8 @@ void the_game(
float full_punch_interval = playeritem_toolcap.full_punch_interval;
float tool_reload_ratio = time_from_last_punch / full_punch_interval;
tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
camera.update(player, busytime, screensize, tool_reload_ratio);
camera.update(player, dtime, busytime, screensize,
tool_reload_ratio);
camera.step(dtime);

v3f player_position = player->getPosition();
@@ -2875,6 +2876,7 @@ void the_game(
else
{
fog_range = draw_control.wanted_range*BS + 0.0*MAP_BLOCKSIZE*BS;
fog_range = MYMIN(fog_range, (draw_control.farthest_drawn+20)*BS);
fog_range *= 0.9;
if(draw_control.range_all)
fog_range = 100000*BS;

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