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diff --git a/src/camera.cpp b/src/camera.cpp index 3d8713d..937ba38 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -33,6 +33,7 @@ #include "gamedef.h" #include "sound.h" #include "event.h" +#include "profiler.h" #include "util/numeric.h" #include "util/mathconstants.h" @@ -57,10 +58,10 @@ 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) diff --git a/src/camera.h b/src/camera.h index c8a6e0b..aa91391 100644 --- a/src/camera.h +++ b/src/camera.h @@ -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; diff --git a/src/clientmap.cpp b/src/clientmap.cpp index c080683..e0c41c7 100644 --- a/src/clientmap.cpp +++ b/src/clientmap.cpp @@ -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 @@ -356,6 +360,7 @@ 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); @@ -363,6 +368,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) 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); } diff --git a/src/clientmap.h b/src/clientmap.h index 7f63704..f36e612 100644 --- a/src/clientmap.h +++ b/src/clientmap.h @@ -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; diff --git a/src/game.cpp b/src/game.cpp index 4f2d665..9a29877 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -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+30)*BS); fog_range *= 0.9; if(draw_control.range_all) fog_range = 100000*BS;