update framehistory to use nanosecond timestamps
This commit is contained in:
@@ -181,7 +181,7 @@ void Painter::render(const Tile& tile) {
|
||||
return;
|
||||
}
|
||||
|
||||
frameHistory.record(map.getState().getNormalizedZoom());
|
||||
frameHistory.record(map.getAnimationTime(), map.getState().getNormalizedZoom());
|
||||
|
||||
matrix = tile.matrix;
|
||||
glStencilFunc(GL_EQUAL, tile.clip_id, 0xFF);
|
||||
@@ -599,17 +599,17 @@ void Painter::renderText(TextBucket& bucket, const std::string& layer_name, cons
|
||||
textShader->setZoom((map.getState().getNormalizedZoom() - zoomAdjust) * 10); // current zoom level
|
||||
|
||||
// Label fading
|
||||
const float duration = 300.0f;
|
||||
const float currentTime = util::now() / 1_millisecond;
|
||||
const time duration = 300_milliseconds;
|
||||
const time currentTime = util::now();
|
||||
|
||||
std::deque<FrameSnapshot> &history = frameHistory.history;
|
||||
|
||||
// Remove frames until only one is outside the duration, or until there are only three
|
||||
while (history.size() > 3 && history[1].time + duration < currentTime) {
|
||||
while (history.size() > 3 && history[1].timestamp + duration < currentTime) {
|
||||
history.pop_front();
|
||||
}
|
||||
|
||||
if (history[1].time + duration < currentTime) {
|
||||
if (history[1].timestamp + duration < currentTime) {
|
||||
history[0].z = history[1].z;
|
||||
}
|
||||
|
||||
@@ -625,7 +625,7 @@ void Painter::renderText(TextBucket& bucket, const std::string& layer_name, cons
|
||||
|
||||
// Calculate the speed of zooming, and how far it would zoom in terms of zoom levels in one duration
|
||||
float zoomDiff = endingZ - history[1].z,
|
||||
timeDiff = lastFrame.time - history[1].time;
|
||||
timeDiff = lastFrame.timestamp - history[1].timestamp;
|
||||
if (timeDiff > duration) timeDiff = 1;
|
||||
float fadedist = zoomDiff / (timeDiff / duration);
|
||||
|
||||
@@ -633,7 +633,7 @@ void Painter::renderText(TextBucket& bucket, const std::string& layer_name, cons
|
||||
|
||||
// At end of a zoom when the zoom stops changing continue pretending to zoom at that speed
|
||||
// bump is how much farther it would have been if it had continued zooming at the same rate
|
||||
float bump = (currentTime - lastFrame.time) / duration * fadedist;
|
||||
float bump = (currentTime - lastFrame.timestamp) / duration * fadedist;
|
||||
|
||||
textShader->setFadeDist(fadedist * 10);
|
||||
textShader->setMinFadeZoom(floor(lowZ * 10));
|
||||
|
||||
Reference in New Issue
Block a user