From c50c9a10f12fb28724b30ec0db00aee39c4a1414 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 3 Aug 2013 18:46:18 +0300 Subject: [PATCH] Fix and improve view range tuner --- src/camera.cpp | 46 ++++++++++++++++++++++++---------------------- src/camera.h | 12 ++++++------ src/clientmap.cpp | 6 ++++++ src/clientmap.h | 5 ++++- src/game.cpp | 4 +++- 5 files changed, 43 insertions(+), 30 deletions(-) diff --git a/src/camera.cpp b/src/camera.cpp index 3d8713d6a..937ba38af 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -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 "<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="<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"<::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 7f63704d3..f36e6127c 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 4f2d6650d..205c34515 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+20)*BS); fog_range *= 0.9; if(draw_control.range_all) fog_range = 100000*BS; -- 2.25.1