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HDR: More robust envmap updating

- Use the frame signal instead of settimer() with interval 0 to get more
  consistent behaviour.
- Update the envmap more often when time warp is active.
- Use maketimer() instead of settimer().
This commit is contained in:
Fernando García Liñán 2023-05-04 05:53:49 +02:00
parent f9042b000f
commit 7ca349b82e

View file

@ -38,10 +38,21 @@ setprop("/sim/rendering/hdr/atmos/ground-albedo[3]", 0.4);
################################################################################
# Environment map
################################################################################
var envmap_frame_listener = nil;
var is_envmap_updating = false;
var is_prefiltering_active = false;
var current_envmap_face = 0;
var update_envmap_face = func {
var envmap_update_frame = func {
if (is_prefiltering_active) {
# Last frame we activated the prefiltering, which is the last step.
# Now disable it and reset all variables for the next update cycle.
removelistener(envmap_frame_listener);
setprop("/sim/rendering/hdr/envmap/should-prefilter", false);
is_prefiltering_active = false;
is_envmap_updating = false;
return;
}
if (current_envmap_face < 6) {
# Render the current face
setprop("/sim/rendering/hdr/envmap/should-render-face-"
@ -55,42 +66,63 @@ var update_envmap_face = func {
if (current_envmap_face < 6) {
# Go to next face and update it next frame
current_envmap_face += 1;
settimer(update_envmap_face, 0);
} else {
# We have finished updating all faces, reset the face counter, end the
# update loop and prefilter the envmap.
# We have finished updating all faces. Reset the face counter and
# prefilter the envmap.
current_envmap_face = 0;
is_prefiltering_active = true;
setprop("/sim/rendering/hdr/envmap/should-prefilter", true);
settimer(func {
setprop("/sim/rendering/hdr/envmap/should-prefilter", false);
is_envmap_updating = false;
}, 0);
}
}
var update_envmap = func {
if (!is_envmap_updating) {
is_envmap_updating = true;
settimer(update_envmap_face, 0);
# We use a listener to the frame signal because it is guaranteed to be
# fired at a defined moment, while a settimer() with interval 0 might
# not if subsystems are re-ordered.
envmap_frame_listener = setlistener("/sim/signals/frame",
envmap_update_frame);
}
}
var update_envmap_periodically = func {
update_envmap();
var update_rate = getprop("/sim/rendering/hdr/envmap/update-rate-s");
settimer(update_envmap_periodically, update_rate);
}
# Start updating the envmap on FDM initialization
setlistener("/sim/signals/fdm-initialized", func {
update_envmap_periodically();
# Do a single update after 5 seconds when most of the scenery is loaded
settimer(update_envmap, 5)
});
# Manual update
setlistener("/sim/rendering/hdr/envmap/force-update", func(p) {
if (p.getValue()) {
update_envmap();
p.setValue(false);
}
}, 0, 0);
# Automatically update the envmap every so often
var envmap_timer = maketimer(getprop("/sim/rendering/hdr/envmap/update-rate-s"),
update_envmap);
envmap_timer.simulatedTime = true;
# Start updating when the FDM is initialized
setlistener("/sim/signals/fdm-initialized", func {
update_envmap();
envmap_timer.start();
# Do a single update after 5 seconds when most of the scenery is loaded
settimer(update_envmap, 5);
});
setlistener("/sim/rendering/hdr/envmap/update-rate-s", func(p) {
if (envmap_timer.isRunning) {
update_envmap();
envmap_timer.restart(p.getValue());
}
});
# Update the envmap much faster when time warp is active
var envmap_timer_warp = maketimer(1, update_envmap);
setlistener("/sim/time/warp-delta", func(p) {
if (p.getValue() != 0) {
envmap_timer_warp.start();
} else {
envmap_timer_warp.stop();
# Do a final update a second later to make sure we have the correct
# envmap for the new time of day.
settimer(update_envmap, 1);
}
});