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-rw-r--r--src/camera.cpp56
-rw-r--r--src/camera.h9
-rw-r--r--src/defaultsettings.cpp2
-rw-r--r--src/game.cpp30
4 files changed, 58 insertions, 39 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 066208569..b36daf1d7 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -40,8 +40,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_wieldlight(0),
m_draw_control(draw_control),
- m_viewing_range_min(5.0),
- m_viewing_range_max(5.0),
m_camera_position(0,0,0),
m_camera_direction(0,0,0),
@@ -50,7 +48,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_fov_x(1.0),
m_fov_y(1.0),
- m_wanted_frametime(0.0),
m_added_frametime(0),
m_added_frames(0),
m_range_old(0),
@@ -79,8 +76,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh
-
- updateSettings();
}
Camera::~Camera()
@@ -259,14 +254,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
// *100.0 helps in large map coordinates
m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
- // FOV and and aspect ratio
+ // Get FOV setting
+ f32 fov_degrees = g_settings->getFloat("fov");
+ fov_degrees = MYMAX(fov_degrees, 10.0);
+ fov_degrees = MYMIN(fov_degrees, 170.0);
+
+ // FOV and aspect ratio
m_aspect = (f32)screensize.X / (f32) screensize.Y;
+ m_fov_y = fov_degrees * PI / 180.0;
m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
- // Just so big a value that everything rendered is visible
- // Some more allowance that m_viewing_range_max * BS because of active objects etc.
- m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
// Position the wielded item
v3f wield_position = v3f(45, -35, 65);
@@ -343,7 +341,18 @@ void Camera::updateViewingRange(f32 frametime_in)
<<m_draw_control.blocks_would_have_drawn
<<std::endl;*/
- m_draw_control.wanted_min_range = m_viewing_range_min;
+ // 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);
+
+ f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
+ viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
+
+ f32 wanted_fps = g_settings->getFloat("wanted_fps");
+ wanted_fps = MYMAX(wanted_fps, 1.0);
+ f32 wanted_frametime = 1.0 / wanted_fps;
+
+ m_draw_control.wanted_min_range = viewing_range_min;
m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
if (m_draw_control.wanted_max_blocks < 10)
m_draw_control.wanted_max_blocks = 10;
@@ -362,13 +371,13 @@ void Camera::updateViewingRange(f32 frametime_in)
m_added_frametime = 0.0;
m_added_frames = 0;
- f32 wanted_frametime_change = m_wanted_frametime - frametime;
+ f32 wanted_frametime_change = wanted_frametime - frametime;
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
// 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) < m_wanted_frametime*0.33)
+ if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
@@ -421,8 +430,8 @@ void Camera::updateViewingRange(f32 frametime_in)
new_range += wanted_range_change;
//f32 new_range_unclamped = new_range;
- new_range = MYMAX(new_range, m_viewing_range_min);
- new_range = MYMIN(new_range, m_viewing_range_max);
+ new_range = MYMAX(new_range, viewing_range_min);
+ new_range = MYMIN(new_range, viewing_range_max);
/*dstream<<"new_range="<<new_range_unclamped
<<", clamped to "<<new_range<<std::endl;*/
@@ -430,24 +439,11 @@ void Camera::updateViewingRange(f32 frametime_in)
m_range_old = new_range;
m_frametime_old = frametime;
-}
-
-void Camera::updateSettings()
-{
- m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
- m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
- m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
- m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
-
- f32 fov_degrees = g_settings->getFloat("fov");
- fov_degrees = MYMAX(fov_degrees, 10.0);
- fov_degrees = MYMIN(fov_degrees, 170.0);
- m_fov_y = fov_degrees * PI / 180.0;
+ // Just so big a value that everything rendered is visible
+ // Some more allowance than viewing_range_max * BS because of active objects etc.
+ m_cameranode->setFarValue(viewing_range_max * BS * 10);
- f32 wanted_fps = g_settings->getFloat("wanted_fps");
- wanted_fps = MYMAX(wanted_fps, 1.0);
- m_wanted_frametime = 1.0 / wanted_fps;
}
void Camera::setDigging(s32 button)
diff --git a/src/camera.h b/src/camera.h
index 56c99d101..7be8162b5 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -110,9 +110,6 @@ public:
// Render distance feedback loop
void updateViewingRange(f32 frametime_in);
- // Update settings from g_settings
- void updateSettings();
-
// Start digging animation
// Pass 0 for left click, 1 for right click
void setDigging(s32 button);
@@ -139,11 +136,6 @@ private:
// draw control
MapDrawControl& m_draw_control;
- // viewing_range_min_nodes setting
- f32 m_viewing_range_min;
- // viewing_range_max_nodes setting
- f32 m_viewing_range_max;
-
// Absolute camera position
v3f m_camera_position;
// Absolute camera direction
@@ -155,7 +147,6 @@ private:
f32 m_fov_y;
// Stuff for viewing range calculations
- f32 m_wanted_frametime;
f32 m_added_frametime;
s16 m_added_frames;
f32 m_range_old;
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 2b604662c..2b6cb7f53 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -50,6 +50,8 @@ void set_default_settings(Settings *settings)
settings->setDefault("keymap_toggle_update_camera", "KEY_F4");
settings->setDefault("keymap_toggle_debug", "KEY_F5");
settings->setDefault("keymap_toggle_profiler", "KEY_F6");
+ settings->setDefault("keymap_increase_viewing_range_min", "KEY_PRIOR");
+ settings->setDefault("keymap_decrease_viewing_range_min", "KEY_NEXT");
// Some (temporary) keys for debugging
settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P");
diff --git a/src/game.cpp b/src/game.cpp
index 76fdedcf0..f35b85cb6 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -1507,6 +1507,36 @@ void the_game(
statustext_time = 0;
}
}
+ else if(input->wasKeyDown(getKeySetting("keymap_increase_viewing_range_min")))
+ {
+ s16 range = g_settings->getS16("viewing_range_nodes_min");
+ s16 range_new = range + 10;
+ g_settings->set("viewing_range_nodes_min", itos(range_new));
+ statustext = narrow_to_wide(
+ "Minimum viewing range changed from "
+ + itos(range) + " to " + itos(range_new));
+ statustext_time = 0;
+ }
+ else if(input->wasKeyDown(getKeySetting("keymap_decrease_viewing_range_min")))
+ {
+ s16 range = g_settings->getS16("viewing_range_nodes_min");
+ s16 range_new = range - 10;
+ if(range_new >= 0)
+ {
+ g_settings->set("viewing_range_nodes_min",
+ itos(range_new));
+ statustext = narrow_to_wide(
+ "Minimum viewing range changed from "
+ + itos(range) + " to "
+ + itos(range_new));
+ statustext_time = 0;
+ }
+ else
+ {
+ statustext = L"Minimum viewing range already at minimum";
+ statustext_time = 0;
+ }
+ }
// Item selection with mouse wheel
u16 new_playeritem = client.getPlayerItem();