Fix and improve view range tuner
authorPerttu Ahola <celeron55@gmail.com>
Sat, 3 Aug 2013 15:46:18 +0000 (18:46 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sat, 3 Aug 2013 15:46:18 +0000 (18:46 +0300)
src/camera.cpp
src/camera.h
src/clientmap.cpp
src/clientmap.h
src/game.cpp

index 3d8713d6ad7328140588b0821becb7697320a30f..937ba38af2ac065ed053b4d9bc580ab56278a7a8 100644 (file)
@@ -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)
index c8a6e0bb80092b1817baca3cf8d9d18d2b2c4f47..aa9139148e60b6d8cf5ad4e624b3accda12fcceb 100644 (file)
@@ -105,12 +105,12 @@ public:
        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 @@ private:
        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;
 
index c0806836704e11d10a483277ea428e5efe55877c..e0c41c7629a24ee2ca46e00865612ebdb25e3ec1 100644 (file)
@@ -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);
 }
 
index 7f63704d3cb9f30188d0ebb18e562df2c7be2143..f36e6127c1ff5a704fd9d86a333f6087f8f26546 100644 (file)
@@ -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;
index 4f2d6650d4cecd146dc79ce3a9a7ce514b52c846..205c345153264272d593126995d3c6f9694cdbdd 100644 (file)
@@ -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;