-/*
- Render distance feedback loop
-*/
-void updateViewingRange(f32 frametime_in, Client *client)
-{
- if(draw_control.range_all == true)
- return;
-
- static f32 added_frametime = 0;
- static s16 added_frames = 0;
-
- added_frametime += frametime_in;
- added_frames += 1;
-
- // Actually this counter kind of sucks because frametime is busytime
- static f32 counter = 0;
- counter -= frametime_in;
- if(counter > 0)
- return;
- //counter = 0.1;
- counter = 0.2;
-
- /*dstream<<__FUNCTION_NAME
- <<": Collected "<<added_frames<<" frames, total of "
- <<added_frametime<<"s."<<std::endl;*/
-
- /*dstream<<"draw_control.blocks_drawn="
- <<draw_control.blocks_drawn
- <<", draw_control.blocks_would_have_drawn="
- <<draw_control.blocks_would_have_drawn
- <<std::endl;*/
-
- float range_min = g_settings.getS16("viewing_range_nodes_min");
- float range_max = g_settings.getS16("viewing_range_nodes_max");
-
- // Limit minimum to keep the feedback loop stable
- if(range_min < 5)
- range_min = 5;
-
- draw_control.wanted_min_range = range_min;
- //draw_control.wanted_max_blocks = (1.5*draw_control.blocks_drawn)+1;
- draw_control.wanted_max_blocks = (1.5*draw_control.blocks_would_have_drawn)+1;
- if(draw_control.wanted_max_blocks < 10)
- draw_control.wanted_max_blocks = 10;
-
- float block_draw_ratio = 1.0;
- if(draw_control.blocks_would_have_drawn != 0)
- {
- block_draw_ratio = (float)draw_control.blocks_drawn
- / (float)draw_control.blocks_would_have_drawn;
- }
-
- // Calculate the average frametime in the case that all wanted
- // blocks had been drawn
- f32 frametime = added_frametime / added_frames / block_draw_ratio;
-
- added_frametime = 0.0;
- added_frames = 0;
-
- float wanted_fps = g_settings.getFloat("wanted_fps");
- float wanted_frametime = 1.0 / wanted_fps;
-
- f32 wanted_frametime_change = wanted_frametime - frametime;
- //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
-
- // If needed frametime change is small, just return
- if(fabs(wanted_frametime_change) < wanted_frametime*0.4)
- {
- //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
- return;
- }
-
- float range = draw_control.wanted_range;
- float new_range = range;
-
- static s16 range_old = 0;
- static f32 frametime_old = 0;
-
- float d_range = range - range_old;
- f32 d_frametime = frametime - frametime_old;
- // A sane default of 30ms per 50 nodes of range
- static f32 time_per_range = 30. / 50;
- if(d_range != 0)
- {
- time_per_range = d_frametime / d_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 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
- //float min_time_per_range = 0.0015;
- float min_time_per_range = 0.0010;
- //float min_time_per_range = 0.05 / range;
- if(time_per_range < min_time_per_range)
- {
- time_per_range = min_time_per_range;
- //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;
- }
- else
- {
- //dstream<<"time_per_range="<<time_per_range<<std::endl;
- }
-
- f32 wanted_range_change = wanted_frametime_change / time_per_range;
- // Dampen the change a bit to kill oscillations
- //wanted_range_change *= 0.9;
- //wanted_range_change *= 0.75;
- wanted_range_change *= 0.5;
- //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
-
- // If needed range change is very small, just return
- if(fabs(wanted_range_change) < 0.001)
- {
- //dstream<<"ignoring small wanted_range_change"<<std::endl;
- return;
- }
-
- new_range += wanted_range_change;
-
- //float new_range_unclamped = new_range;
- if(new_range < range_min)
- new_range = range_min;
- if(new_range > range_max)
- new_range = range_max;
-
- /*dstream<<"new_range="<<new_range_unclamped
- <<", clamped to "<<new_range<<std::endl;*/
-
- draw_control.wanted_range = new_range;
-
- range_old = new_range;
- frametime_old = frametime;
-}
-