2014-03-15 16:59:03 +00:00
|
|
|
// SONIC ROBO BLAST 2
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
|
|
// Copyright (C) 1998-2000 by DooM Legacy Team.
|
2018-11-25 12:35:38 +00:00
|
|
|
// Copyright (C) 1999-2018 by Sonic Team Junior.
|
2014-03-15 16:59:03 +00:00
|
|
|
//
|
|
|
|
// This program is free software distributed under the
|
|
|
|
// terms of the GNU General Public License, version 2.
|
|
|
|
// See the 'LICENSE' file for more details.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
/// \file i_system.h
|
|
|
|
/// \brief System specific interface stuff.
|
|
|
|
|
|
|
|
#ifndef __I_SYSTEM__
|
|
|
|
#define __I_SYSTEM__
|
|
|
|
|
|
|
|
#include "d_ticcmd.h"
|
|
|
|
#include "d_event.h"
|
|
|
|
|
|
|
|
#ifdef __GNUG__
|
|
|
|
#pragma interface
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/** \brief max quit functions
|
|
|
|
*/
|
|
|
|
#define MAX_QUIT_FUNCS 16
|
|
|
|
|
|
|
|
|
|
|
|
/** \brief Graphic system had started up
|
|
|
|
*/
|
|
|
|
extern UINT8 graphics_started;
|
|
|
|
|
|
|
|
/** \brief Keyboard system is up and run
|
|
|
|
*/
|
|
|
|
extern UINT8 keyboard_started;
|
|
|
|
|
|
|
|
/** \brief The I_GetFreeMem function
|
|
|
|
|
|
|
|
\param total total memory in the system
|
|
|
|
|
|
|
|
\return free memory in the system
|
|
|
|
*/
|
|
|
|
UINT32 I_GetFreeMem(UINT32 *total);
|
|
|
|
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
/** \brief Returns precise time value for performance measurement. The precise
|
|
|
|
time should be a monotonically increasing counter, and will wrap.
|
|
|
|
precise_t is internally represented as an unsigned integer and
|
|
|
|
integer arithmetic may be used directly between values of precise_t.
|
|
|
|
*/
|
|
|
|
precise_t I_GetPreciseTime(void);
|
|
|
|
|
|
|
|
/** \brief Get the precision of precise_t in units per second. Invocations of
|
|
|
|
this function for the program's duration MUST return the same value.
|
|
|
|
*/
|
|
|
|
UINT64 I_GetPrecisePrecision(void);
|
|
|
|
|
|
|
|
/** \brief Get the current time in rendering tics, including fractions.
|
2014-03-15 16:59:03 +00:00
|
|
|
*/
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
double I_GetFrameTime(void);
|
2014-03-15 16:59:03 +00:00
|
|
|
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
/** \brief Sleeps for the given duration in milliseconds. Depending on the
|
|
|
|
operating system's scheduler, the calling thread may give up its
|
|
|
|
time slice for a longer duration. The implementation should give a
|
|
|
|
best effort to sleep for the given duration, without spin-locking.
|
|
|
|
Calling code should check the current precise time after sleeping
|
|
|
|
and not assume the thread has slept for the expected duration.
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
\return void
|
|
|
|
*/
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
void I_Sleep(UINT32 ms);
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
/** \brief Get events
|
|
|
|
|
|
|
|
Called by D_SRB2Loop,
|
|
|
|
called before processing each tic in a frame.
|
|
|
|
Quick syncronous operations are performed here.
|
|
|
|
Can call D_PostEvent.
|
|
|
|
*/
|
|
|
|
void I_GetEvent(void);
|
|
|
|
|
|
|
|
/** \brief Asynchronous interrupt functions should maintain private queues
|
|
|
|
that are read by the synchronous functions
|
|
|
|
to be converted into events.
|
|
|
|
*/
|
|
|
|
void I_OsPolling(void);
|
|
|
|
|
|
|
|
// Either returns a null ticcmd,
|
|
|
|
// or calls a loadable driver to build it.
|
|
|
|
// This ticcmd will then be modified by the gameloop
|
|
|
|
// for normal input.
|
|
|
|
|
|
|
|
/** \brief Input for the first player
|
|
|
|
*/
|
|
|
|
ticcmd_t *I_BaseTiccmd(void);
|
|
|
|
|
2017-12-17 03:32:43 +00:00
|
|
|
/** \brief Input for the second player
|
2014-03-15 16:59:03 +00:00
|
|
|
*/
|
|
|
|
ticcmd_t *I_BaseTiccmd2(void);
|
|
|
|
|
2017-12-17 03:32:43 +00:00
|
|
|
/** \brief Input for the third player
|
|
|
|
*/
|
|
|
|
ticcmd_t *I_BaseTiccmd3(void);
|
|
|
|
|
|
|
|
/** \brief Input for the fourth player
|
|
|
|
*/
|
|
|
|
ticcmd_t *I_BaseTiccmd4(void);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
/** \brief Called by M_Responder when quit is selected, return exit code 0
|
|
|
|
*/
|
|
|
|
void I_Quit(void) FUNCNORETURN;
|
|
|
|
|
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
EvilForce = -1,
|
|
|
|
//Constant
|
|
|
|
ConstantForce = 0,
|
|
|
|
//Ramp
|
|
|
|
RampForce,
|
|
|
|
//Periodics
|
|
|
|
SquareForce,
|
|
|
|
SineForce,
|
|
|
|
TriangleForce,
|
|
|
|
SawtoothUpForce,
|
|
|
|
SawtoothDownForce,
|
|
|
|
//MAX
|
|
|
|
NumberofForces,
|
|
|
|
} FFType;
|
|
|
|
|
|
|
|
typedef struct JoyFF_s
|
|
|
|
{
|
|
|
|
INT32 ForceX; ///< The X of the Force's Vel
|
|
|
|
INT32 ForceY; ///< The Y of the Force's Vel
|
|
|
|
//All
|
|
|
|
UINT32 Duration; ///< The total duration of the effect, in microseconds
|
|
|
|
INT32 Gain; //< /The gain to be applied to the effect, in the range from 0 through 10,000.
|
|
|
|
//All, CONSTANTFORCE -10,000 to 10,000
|
|
|
|
INT32 Magnitude; ///< Magnitude of the effect, in the range from 0 through 10,000.
|
|
|
|
//RAMPFORCE
|
|
|
|
INT32 Start; ///< Magnitude at the start of the effect, in the range from -10,000 through 10,000.
|
|
|
|
INT32 End; ///< Magnitude at the end of the effect, in the range from -10,000 through 10,000.
|
|
|
|
//PERIODIC
|
|
|
|
INT32 Offset; ///< Offset of the effect.
|
|
|
|
UINT32 Phase; ///< Position in the cycle of the periodic effect at which playback begins, in the range from 0 through 35,999
|
|
|
|
UINT32 Period; ///< Period of the effect, in microseconds.
|
|
|
|
} JoyFF_t;
|
|
|
|
|
|
|
|
/** \brief Forcefeedback for the first joystick
|
|
|
|
|
|
|
|
\param Type what kind of Effect
|
|
|
|
\param Effect Effect Info
|
|
|
|
|
|
|
|
\return void
|
|
|
|
*/
|
|
|
|
|
|
|
|
void I_Tactile(FFType Type, const JoyFF_t *Effect);
|
|
|
|
|
|
|
|
/** \brief Forcefeedback for the second joystick
|
|
|
|
|
|
|
|
\param Type what kind of Effect
|
|
|
|
\param Effect Effect Info
|
|
|
|
|
|
|
|
\return void
|
|
|
|
*/
|
|
|
|
void I_Tactile2(FFType Type, const JoyFF_t *Effect);
|
|
|
|
|
2017-12-11 06:12:38 +00:00
|
|
|
/** \brief Forcefeedback for the third joystick
|
|
|
|
|
|
|
|
\param Type what kind of Effect
|
|
|
|
\param Effect Effect Info
|
|
|
|
|
|
|
|
\return void
|
|
|
|
*/
|
|
|
|
void I_Tactile3(FFType Type, const JoyFF_t *Effect);
|
|
|
|
|
|
|
|
/** \brief Forcefeedback for the fourth joystick
|
|
|
|
|
|
|
|
\param Type what kind of Effect
|
|
|
|
\param Effect Effect Info
|
|
|
|
|
|
|
|
\return void
|
|
|
|
*/
|
|
|
|
void I_Tactile4(FFType Type, const JoyFF_t *Effect);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
/** \brief to set up the first joystick scale
|
|
|
|
*/
|
|
|
|
void I_JoyScale(void);
|
|
|
|
|
|
|
|
/** \brief to set up the second joystick scale
|
|
|
|
*/
|
|
|
|
void I_JoyScale2(void);
|
|
|
|
|
2017-12-11 06:12:38 +00:00
|
|
|
/** \brief to set up the third joystick scale
|
|
|
|
*/
|
|
|
|
void I_JoyScale3(void);
|
|
|
|
|
|
|
|
/** \brief to set up the fourth joystick scale
|
|
|
|
*/
|
|
|
|
void I_JoyScale4(void);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
// Called by D_SRB2Main.
|
|
|
|
|
|
|
|
/** \brief to startup the first joystick
|
|
|
|
*/
|
|
|
|
void I_InitJoystick(void);
|
|
|
|
|
|
|
|
/** \brief to startup the second joystick
|
|
|
|
*/
|
|
|
|
void I_InitJoystick2(void);
|
|
|
|
|
2017-12-11 06:12:38 +00:00
|
|
|
/** \brief to startup the third joystick
|
|
|
|
*/
|
|
|
|
void I_InitJoystick3(void);
|
|
|
|
|
|
|
|
/** \brief to startup the fourth joystick
|
|
|
|
*/
|
|
|
|
void I_InitJoystick4(void);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
/** \brief return the number of joystick on the system
|
|
|
|
*/
|
|
|
|
INT32 I_NumJoys(void);
|
|
|
|
|
|
|
|
/** \brief The *I_GetJoyName function
|
|
|
|
|
|
|
|
\param joyindex which joystick
|
|
|
|
|
|
|
|
\return joystick name
|
|
|
|
*/
|
|
|
|
const char *I_GetJoyName(INT32 joyindex);
|
|
|
|
|
|
|
|
#ifndef NOMUMBLE
|
|
|
|
#include "p_mobj.h" // mobj_t
|
|
|
|
#include "s_sound.h" // listener_t
|
|
|
|
/** \brief to update Mumble of Player Postion
|
|
|
|
*/
|
|
|
|
void I_UpdateMumble(const mobj_t *mobj, const listener_t listener);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/** \brief Startup the first mouse
|
|
|
|
*/
|
|
|
|
void I_StartupMouse(void);
|
|
|
|
|
|
|
|
/** \brief Startup the second mouse
|
|
|
|
*/
|
|
|
|
void I_StartupMouse2(void);
|
|
|
|
|
|
|
|
/** \brief setup timer irq and user timer routine.
|
|
|
|
*/
|
|
|
|
void I_StartupTimer(void);
|
|
|
|
|
|
|
|
/** \brief sample quit function
|
|
|
|
*/
|
|
|
|
typedef void (*quitfuncptr)();
|
|
|
|
|
|
|
|
/** \brief add a list of functions to call at program cleanup
|
|
|
|
|
|
|
|
\param (*func)() funcction to call at program cleanup
|
|
|
|
|
|
|
|
\return void
|
|
|
|
*/
|
|
|
|
void I_AddExitFunc(void (*func)());
|
|
|
|
|
|
|
|
/** \brief The I_RemoveExitFunc function
|
|
|
|
|
|
|
|
\param (*func)() function to remove from the list
|
|
|
|
|
|
|
|
\return void
|
|
|
|
*/
|
|
|
|
void I_RemoveExitFunc(void (*func)());
|
|
|
|
|
|
|
|
/** \brief Setup signal handler, plus stuff for trapping errors and cleanly exit.
|
|
|
|
*/
|
|
|
|
INT32 I_StartupSystem(void);
|
|
|
|
|
|
|
|
/** \brief Shutdown systems
|
|
|
|
*/
|
|
|
|
void I_ShutdownSystem(void);
|
|
|
|
|
|
|
|
/** \brief The I_GetDiskFreeSpace function
|
|
|
|
|
|
|
|
\param freespace a INT64 pointer to hold the free space amount
|
|
|
|
|
|
|
|
\return void
|
|
|
|
*/
|
|
|
|
void I_GetDiskFreeSpace(INT64 *freespace);
|
|
|
|
|
|
|
|
/** \brief find out the user's name
|
|
|
|
*/
|
|
|
|
char *I_GetUserName(void);
|
|
|
|
|
|
|
|
/** \brief The I_mkdir function
|
|
|
|
|
|
|
|
\param dirname string of mkidr
|
|
|
|
\param unixright unix right
|
|
|
|
|
|
|
|
\return status of new folder
|
|
|
|
*/
|
|
|
|
INT32 I_mkdir(const char *dirname, INT32 unixright);
|
|
|
|
|
|
|
|
typedef struct {
|
|
|
|
int FPU : 1; ///< FPU availabile
|
|
|
|
int CPUID : 1; ///< CPUID instruction
|
|
|
|
int RDTSC : 1; ///< RDTSC instruction
|
|
|
|
int MMX : 1; ///< MMX features
|
|
|
|
int MMXExt : 1; ///< MMX Ext. features
|
|
|
|
int CMOV : 1; ///< Pentium Pro's "cmov"
|
|
|
|
int AMD3DNow : 1; ///< 3DNow features
|
|
|
|
int AMD3DNowExt: 1; ///< 3DNow! Ext. features
|
|
|
|
int SSE : 1; ///< SSE features
|
|
|
|
int SSE2 : 1; ///< SSE2 features
|
|
|
|
int SSE3 : 1; ///< SSE3 features
|
|
|
|
int IA64 : 1; ///< Running on IA64
|
|
|
|
int AMD64 : 1; ///< Running on AMD64
|
|
|
|
int AltiVec : 1; ///< AltiVec features
|
|
|
|
int FPPE : 1; ///< floating-point precision error
|
|
|
|
int PFC : 1; ///< TBD?
|
|
|
|
int cmpxchg : 1; ///< ?
|
|
|
|
int cmpxchg16b : 1; ///< ?
|
|
|
|
int cmp8xchg16 : 1; ///< ?
|
|
|
|
int FPE : 1; ///< FPU Emu
|
|
|
|
int DEP : 1; ///< Data excution prevent
|
|
|
|
int PPCMM64 : 1; ///< PowerPC Movemem 64bit ok?
|
|
|
|
int ALPHAbyte : 1; ///< ?
|
|
|
|
int PAE : 1; ///< Physical Address Extension
|
|
|
|
int CPUs : 8;
|
|
|
|
} CPUInfoFlags;
|
|
|
|
|
|
|
|
|
|
|
|
/** \brief Info about CPU
|
|
|
|
\return CPUInfo in bits
|
|
|
|
*/
|
|
|
|
const CPUInfoFlags *I_CPUInfo(void);
|
|
|
|
|
|
|
|
/** \brief Find main WAD
|
|
|
|
\return path to main WAD
|
|
|
|
*/
|
|
|
|
const char *I_LocateWad(void);
|
|
|
|
|
|
|
|
/** \brief First Joystick's events
|
|
|
|
*/
|
|
|
|
void I_GetJoystickEvents(void);
|
|
|
|
|
|
|
|
/** \brief Second Joystick's events
|
|
|
|
*/
|
|
|
|
void I_GetJoystick2Events(void);
|
|
|
|
|
2017-12-24 13:20:58 +00:00
|
|
|
/** \brief Third Joystick's events
|
|
|
|
*/
|
|
|
|
void I_GetJoystick3Events(void);
|
|
|
|
|
|
|
|
/** \brief Fourth Joystick's events
|
|
|
|
*/
|
|
|
|
void I_GetJoystick4Events(void);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
/** \brief Mouses events
|
|
|
|
*/
|
|
|
|
void I_GetMouseEvents(void);
|
|
|
|
|
|
|
|
char *I_GetEnv(const char *name);
|
|
|
|
|
|
|
|
INT32 I_PutEnv(char *variable);
|
|
|
|
|
2016-11-03 08:43:57 +00:00
|
|
|
/** \brief Put data in system clipboard
|
|
|
|
*/
|
|
|
|
INT32 I_ClipboardCopy(const char *data, size_t size);
|
|
|
|
|
|
|
|
/** \brief Retrieve data from system clipboard
|
|
|
|
*/
|
|
|
|
const char *I_ClipboardPaste(void);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
void I_RegisterSysCommands(void);
|
|
|
|
|
|
|
|
#endif
|