Kart-Public/src/r_fps.c

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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
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2000 by Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze, Andrey Budko (prboom)
// Copyright (C) 1999-2019 by Sonic Team Junior.
//
// 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 r_fps.h
/// \brief Uncapped framerate stuff.
#include "r_fps.h"
#include "r_main.h"
#include "g_game.h"
#include "i_video.h"
#include "r_plane.h"
#include "p_spec.h"
#include "r_state.h"
#include "z_zone.h"
#include "console.h" // con_startup_loadprogress
static CV_PossibleValue_t fpscap_cons_t[] = {
#ifdef DEVELOP
// Lower values are actually pretty useful for debugging interp problems!
{1, "MIN"},
#else
{TICRATE, "MIN"},
#endif
{300, "MAX"},
{-1, "Unlimited"},
{0, "Match refresh rate"},
{0, NULL}
};
consvar_t cv_fpscap = {"fpscap", "Match refresh rate", CV_SAVE, fpscap_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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
UINT32 R_GetFramerateCap(void)
{
if (rendermode == render_none)
{
// If we're not rendering (dedicated server),
// we shouldn't be using any interpolation.
return TICRATE;
}
if (cv_fpscap.value == 0)
{
// 0: Match refresh rate
return I_GetRefreshRate();
}
if (cv_fpscap.value < 0)
{
// -1: Unlimited
return 0;
}
return cv_fpscap.value;
}
boolean R_UsingFrameInterpolation(void)
{
return (R_GetFramerateCap() != TICRATE || cv_timescale.value < FRACUNIT);
}
static viewvars_t pview_old[MAXSPLITSCREENPLAYERS];
static viewvars_t pview_new[MAXSPLITSCREENPLAYERS];
static viewvars_t skyview_old[MAXSPLITSCREENPLAYERS];
static viewvars_t skyview_new[MAXSPLITSCREENPLAYERS];
static viewvars_t *oldview = &pview_old[0];
static int oldview_invalid = 0;
viewvars_t *newview = &pview_new[0];
enum viewcontext_e viewcontext = VIEWCONTEXT_PLAYER1;
static levelinterpolator_t **levelinterpolators;
static size_t levelinterpolators_len;
static size_t levelinterpolators_size;
static fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac)
{
return from + FixedMul(frac, to - from);
}
static angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac)
{
return from + FixedMul(frac, to - from);
}
static vector2_t *R_LerpVector2(const vector2_t *from, const vector2_t *to, fixed_t frac, vector2_t *out)
{
FV2_SubEx(to, from, out);
FV2_MulEx(out, frac, out);
FV2_AddEx(from, out, out);
return out;
}
static vector3_t *R_LerpVector3(const vector3_t *from, const vector3_t *to, fixed_t frac, vector3_t *out)
{
FV3_SubEx(to, from, out);
FV3_MulEx(out, frac, out);
FV3_AddEx(from, out, out);
return out;
}
// recalc necessary stuff for mouseaiming
// slopes are already calculated for the full possible view (which is 4*viewheight).
// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out)
static void R_SetupFreelook(player_t *player, boolean skybox)
{
(void)player;
(void)skybox;
// clip it in the case we are looking a hardware 90 degrees full aiming
// (lmps, network and use F12...)
if (rendermode == render_soft)
{
G_SoftwareClipAimingPitch((INT32 *)&aimingangle);
}
centeryfrac = (viewheight/2)<<FRACBITS;
if (rendermode == render_soft)
centeryfrac += FixedMul(AIMINGTODY(aimingangle), FixedDiv(viewwidth<<FRACBITS, BASEVIDWIDTH<<FRACBITS));
centery = FixedInt(FixedRound(centeryfrac));
if (rendermode == render_soft)
yslope = &yslopetab[viewheight*8 - centery];
}
#undef AIMINGTODY
void R_InterpolateView(fixed_t frac)
{
viewvars_t* prevview = oldview;
boolean skybox = 0;
if (FIXED_TO_FLOAT(frac) < 0)
frac = 0;
if (frac > FRACUNIT)
frac = FRACUNIT;
if (oldview_invalid != 0)
{
// interpolate from newview to newview
prevview = newview;
}
viewx = R_LerpFixed(prevview->x, newview->x, frac);
viewy = R_LerpFixed(prevview->y, newview->y, frac);
viewz = R_LerpFixed(prevview->z, newview->z, frac);
viewangle = R_LerpAngle(prevview->angle, newview->angle, frac);
aimingangle = R_LerpAngle(prevview->aim, newview->aim, frac);
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
// this is gonna create some interesting visual errors for long distance teleports...
// might want to recalculate the view sector every frame instead...
viewplayer = newview->player;
viewsector = R_PointInSubsector(viewx, viewy)->sector;
R_SetupFreelook(newview->player, skybox);
}
void R_UpdateViewInterpolation(void)
{
UINT8 i;
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
pview_old[i] = pview_new[i];
skyview_old[i] = skyview_new[i];
}
if (oldview_invalid) oldview_invalid--;
}
void R_ResetViewInterpolation(void)
{
oldview_invalid++;
}
void R_SetViewContext(enum viewcontext_e _viewcontext)
{
UINT8 i = 0;
I_Assert(_viewcontext >= VIEWCONTEXT_PLAYER1
&& _viewcontext <= VIEWCONTEXT_SKY4);
viewcontext = _viewcontext;
switch (viewcontext)
{
case VIEWCONTEXT_PLAYER1:
case VIEWCONTEXT_PLAYER2:
case VIEWCONTEXT_PLAYER3:
case VIEWCONTEXT_PLAYER4:
i = viewcontext - VIEWCONTEXT_PLAYER1;
oldview = &pview_old[i];
newview = &pview_new[i];
break;
case VIEWCONTEXT_SKY1:
case VIEWCONTEXT_SKY2:
case VIEWCONTEXT_SKY3:
case VIEWCONTEXT_SKY4:
i = viewcontext - VIEWCONTEXT_SKY1;
oldview = &skyview_old[i];
newview = &skyview_new[i];
break;
default:
I_Error("viewcontext value is invalid: we should never get here without an assert!!");
break;
}
}
fixed_t R_InterpolateFixed(fixed_t from, fixed_t to)
{
if (!R_UsingFrameInterpolation())
{
return to;
}
return (R_LerpFixed(from, to, rendertimefrac));
}
angle_t R_InterpolateAngle(angle_t from, angle_t to)
{
if (!R_UsingFrameInterpolation())
{
return to;
}
return (R_LerpAngle(from, to, rendertimefrac));
}
void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
{
if (frac == FRACUNIT)
{
out->x = mobj->x;
out->y = mobj->y;
out->z = mobj->z;
out->scale = mobj->scale;
out->subsector = mobj->subsector;
out->angle = mobj->player ? mobj->player->frameangle : mobj->angle;
return;
}
out->x = R_LerpFixed(mobj->old_x, mobj->x, frac);
out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
out->scale = mobj->resetinterp ? mobj->scale : R_LerpFixed(mobj->old_scale, mobj->scale, frac);
out->subsector = R_PointInSubsector(out->x, out->y);
if (mobj->player)
{
out->angle = mobj->resetinterp ? mobj->player->frameangle : R_LerpAngle(mobj->player->old_frameangle, mobj->player->frameangle, frac);
}
else
{
out->angle = mobj->resetinterp ? mobj->angle : R_LerpAngle(mobj->old_angle, mobj->angle, frac);
}
}
void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
{
if (frac == FRACUNIT)
{
out->x = mobj->x;
out->y = mobj->y;
out->z = mobj->z;
out->scale = FRACUNIT;
out->subsector = mobj->subsector;
out->angle = mobj->angle;
return;
}
out->x = R_LerpFixed(mobj->old_x, mobj->x, frac);
out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
out->scale = FRACUNIT;
out->subsector = R_PointInSubsector(out->x, out->y);
out->angle = R_LerpAngle(mobj->old_angle, mobj->angle, frac);
}
static void AddInterpolator(levelinterpolator_t* interpolator)
{
if (levelinterpolators_len >= levelinterpolators_size)
{
if (levelinterpolators_size == 0)
{
levelinterpolators_size = 128;
}
else
{
levelinterpolators_size *= 2;
}
levelinterpolators = Z_ReallocAlign(
(void*) levelinterpolators,
sizeof(levelinterpolator_t*) * levelinterpolators_size,
PU_LEVEL,
NULL,
sizeof(levelinterpolator_t*) * 8
);
}
levelinterpolators[levelinterpolators_len] = interpolator;
levelinterpolators_len += 1;
}
static levelinterpolator_t *CreateInterpolator(levelinterpolator_type_e type, thinker_t *thinker)
{
levelinterpolator_t *ret = (levelinterpolator_t*) Z_CallocAlign(
sizeof(levelinterpolator_t),
PU_LEVEL,
NULL,
sizeof(levelinterpolator_t) * 8
);
ret->type = type;
ret->thinker = thinker;
AddInterpolator(ret);
return ret;
}
void R_CreateInterpolator_SectorPlane(thinker_t *thinker, sector_t *sector, boolean ceiling)
{
levelinterpolator_t *interp = CreateInterpolator(LVLINTERP_SectorPlane, thinker);
interp->sectorplane.sector = sector;
interp->sectorplane.ceiling = ceiling;
if (ceiling)
{
interp->sectorplane.oldheight = interp->sectorplane.bakheight = sector->ceilingheight;
}
else
{
interp->sectorplane.oldheight = interp->sectorplane.bakheight = sector->floorheight;
}
}
void R_CreateInterpolator_SectorScroll(thinker_t *thinker, sector_t *sector, boolean ceiling)
{
levelinterpolator_t *interp = CreateInterpolator(LVLINTERP_SectorScroll, thinker);
interp->sectorscroll.sector = sector;
interp->sectorscroll.ceiling = ceiling;
if (ceiling)
{
interp->sectorscroll.oldxoffs = interp->sectorscroll.bakxoffs = sector->ceiling_xoffs;
interp->sectorscroll.oldyoffs = interp->sectorscroll.bakyoffs = sector->ceiling_yoffs;
}
else
{
interp->sectorscroll.oldxoffs = interp->sectorscroll.bakxoffs = sector->floor_xoffs;
interp->sectorscroll.oldyoffs = interp->sectorscroll.bakyoffs = sector->floor_yoffs;
}
}
void R_CreateInterpolator_SideScroll(thinker_t *thinker, side_t *side)
{
levelinterpolator_t *interp = CreateInterpolator(LVLINTERP_SideScroll, thinker);
interp->sidescroll.side = side;
interp->sidescroll.oldtextureoffset = interp->sidescroll.baktextureoffset = side->textureoffset;
interp->sidescroll.oldrowoffset = interp->sidescroll.bakrowoffset = side->rowoffset;
}
void R_CreateInterpolator_Polyobj(thinker_t *thinker, polyobj_t *polyobj)
{
levelinterpolator_t *interp = CreateInterpolator(LVLINTERP_Polyobj, thinker);
interp->polyobj.polyobj = polyobj;
interp->polyobj.vertices_size = polyobj->numVertices;
interp->polyobj.oldvertices = Z_CallocAlign(sizeof(fixed_t) * 2 * polyobj->numVertices, PU_LEVEL, NULL, 32);
interp->polyobj.bakvertices = Z_CallocAlign(sizeof(fixed_t) * 2 * polyobj->numVertices, PU_LEVEL, NULL, 32);
for (size_t i = 0; i < polyobj->numVertices; i++)
{
interp->polyobj.oldvertices[i * 2 ] = interp->polyobj.bakvertices[i * 2 ] = polyobj->vertices[i]->x;
interp->polyobj.oldvertices[i * 2 + 1] = interp->polyobj.bakvertices[i * 2 + 1] = polyobj->vertices[i]->y;
}
interp->polyobj.oldcx = interp->polyobj.bakcx = polyobj->centerPt.x;
interp->polyobj.oldcy = interp->polyobj.bakcy = polyobj->centerPt.y;
}
void R_CreateInterpolator_DynSlope(thinker_t *thinker, pslope_t *slope)
{
levelinterpolator_t *interp = CreateInterpolator(LVLINTERP_DynSlope, thinker);
interp->dynslope.slope = slope;
FV3_Copy(&interp->dynslope.oldo, &slope->o);
FV3_Copy(&interp->dynslope.bako, &slope->o);
FV2_Copy(&interp->dynslope.oldd, &slope->d);
FV2_Copy(&interp->dynslope.bakd, &slope->d);
interp->dynslope.oldzdelta = interp->dynslope.bakzdelta = slope->zdelta;
}
void R_InitializeLevelInterpolators(void)
{
levelinterpolators_len = 0;
levelinterpolators_size = 0;
levelinterpolators = NULL;
}
static void UpdateLevelInterpolatorState(levelinterpolator_t *interp)
{
size_t i;
switch (interp->type)
{
case LVLINTERP_SectorPlane:
interp->sectorplane.oldheight = interp->sectorplane.bakheight;
interp->sectorplane.bakheight = interp->sectorplane.ceiling ? interp->sectorplane.sector->ceilingheight : interp->sectorplane.sector->floorheight;
break;
case LVLINTERP_SectorScroll:
interp->sectorscroll.oldxoffs = interp->sectorscroll.bakxoffs;
interp->sectorscroll.bakxoffs = interp->sectorscroll.ceiling ? interp->sectorscroll.sector->ceiling_xoffs : interp->sectorscroll.sector->floor_xoffs;
interp->sectorscroll.oldyoffs = interp->sectorscroll.bakyoffs;
interp->sectorscroll.bakyoffs = interp->sectorscroll.ceiling ? interp->sectorscroll.sector->ceiling_yoffs : interp->sectorscroll.sector->floor_yoffs;
break;
case LVLINTERP_SideScroll:
interp->sidescroll.oldtextureoffset = interp->sidescroll.baktextureoffset;
interp->sidescroll.baktextureoffset = interp->sidescroll.side->textureoffset;
interp->sidescroll.oldrowoffset = interp->sidescroll.bakrowoffset;
interp->sidescroll.bakrowoffset = interp->sidescroll.side->rowoffset;
break;
case LVLINTERP_Polyobj:
for (i = 0; i < interp->polyobj.vertices_size; i++)
{
interp->polyobj.oldvertices[i * 2 ] = interp->polyobj.bakvertices[i * 2 ];
interp->polyobj.oldvertices[i * 2 + 1] = interp->polyobj.bakvertices[i * 2 + 1];
interp->polyobj.bakvertices[i * 2 ] = interp->polyobj.polyobj->vertices[i]->x;
interp->polyobj.bakvertices[i * 2 + 1] = interp->polyobj.polyobj->vertices[i]->y;
}
interp->polyobj.oldcx = interp->polyobj.bakcx;
interp->polyobj.oldcy = interp->polyobj.bakcy;
interp->polyobj.bakcx = interp->polyobj.polyobj->centerPt.x;
interp->polyobj.bakcy = interp->polyobj.polyobj->centerPt.y;
break;
case LVLINTERP_DynSlope:
FV3_Copy(&interp->dynslope.oldo, &interp->dynslope.bako);
FV2_Copy(&interp->dynslope.oldd, &interp->dynslope.bakd);
interp->dynslope.oldzdelta = interp->dynslope.bakzdelta;
FV3_Copy(&interp->dynslope.bako, &interp->dynslope.slope->o);
FV2_Copy(&interp->dynslope.bakd, &interp->dynslope.slope->d);
interp->dynslope.bakzdelta = interp->dynslope.slope->zdelta;
break;
}
}
void R_UpdateLevelInterpolators(void)
{
size_t i;
for (i = 0; i < levelinterpolators_len; i++)
{
levelinterpolator_t *interp = levelinterpolators[i];
UpdateLevelInterpolatorState(interp);
}
}
void R_ClearLevelInterpolatorState(thinker_t *thinker)
{
size_t i;
for (i = 0; i < levelinterpolators_len; i++)
{
levelinterpolator_t *interp = levelinterpolators[i];
if (interp->thinker == thinker)
{
// Do it twice to make the old state match the new
UpdateLevelInterpolatorState(interp);
UpdateLevelInterpolatorState(interp);
}
}
}
void R_ApplyLevelInterpolators(fixed_t frac)
{
size_t i, ii;
for (i = 0; i < levelinterpolators_len; i++)
{
levelinterpolator_t *interp = levelinterpolators[i];
switch (interp->type)
{
case LVLINTERP_SectorPlane:
if (interp->sectorplane.ceiling)
{
interp->sectorplane.sector->ceilingheight = R_LerpFixed(interp->sectorplane.oldheight, interp->sectorplane.bakheight, frac);
}
else
{
interp->sectorplane.sector->floorheight = R_LerpFixed(interp->sectorplane.oldheight, interp->sectorplane.bakheight, frac);
}
interp->sectorplane.sector->moved = true;
break;
case LVLINTERP_SectorScroll:
if (interp->sectorscroll.ceiling)
{
interp->sectorscroll.sector->ceiling_xoffs = R_LerpFixed(interp->sectorscroll.oldxoffs, interp->sectorscroll.bakxoffs, frac);
interp->sectorscroll.sector->ceiling_yoffs = R_LerpFixed(interp->sectorscroll.oldyoffs, interp->sectorscroll.bakyoffs, frac);
}
else
{
interp->sectorscroll.sector->floor_xoffs = R_LerpFixed(interp->sectorscroll.oldxoffs, interp->sectorscroll.bakxoffs, frac);
interp->sectorscroll.sector->floor_yoffs = R_LerpFixed(interp->sectorscroll.oldyoffs, interp->sectorscroll.bakyoffs, frac);
}
break;
case LVLINTERP_SideScroll:
interp->sidescroll.side->textureoffset = R_LerpFixed(interp->sidescroll.oldtextureoffset, interp->sidescroll.baktextureoffset, frac);
interp->sidescroll.side->rowoffset = R_LerpFixed(interp->sidescroll.oldrowoffset, interp->sidescroll.bakrowoffset, frac);
break;
case LVLINTERP_Polyobj:
for (ii = 0; ii < interp->polyobj.vertices_size; ii++)
{
interp->polyobj.polyobj->vertices[ii]->x = R_LerpFixed(interp->polyobj.oldvertices[ii * 2 ], interp->polyobj.bakvertices[ii * 2 ], frac);
interp->polyobj.polyobj->vertices[ii]->y = R_LerpFixed(interp->polyobj.oldvertices[ii * 2 + 1], interp->polyobj.bakvertices[ii * 2 + 1], frac);
}
interp->polyobj.polyobj->centerPt.x = R_LerpFixed(interp->polyobj.oldcx, interp->polyobj.bakcx, frac);
interp->polyobj.polyobj->centerPt.y = R_LerpFixed(interp->polyobj.oldcy, interp->polyobj.bakcy, frac);
break;
case LVLINTERP_DynSlope:
R_LerpVector3(&interp->dynslope.oldo, &interp->dynslope.bako, frac, &interp->dynslope.slope->o);
R_LerpVector2(&interp->dynslope.oldd, &interp->dynslope.bakd, frac, &interp->dynslope.slope->d);
interp->dynslope.slope->zdelta = R_LerpFixed(interp->dynslope.oldzdelta, interp->dynslope.bakzdelta, frac);
break;
}
}
}
void R_RestoreLevelInterpolators(void)
{
size_t i, ii;
for (i = 0; i < levelinterpolators_len; i++)
{
levelinterpolator_t *interp = levelinterpolators[i];
switch (interp->type)
{
case LVLINTERP_SectorPlane:
if (interp->sectorplane.ceiling)
{
interp->sectorplane.sector->ceilingheight = interp->sectorplane.bakheight;
}
else
{
interp->sectorplane.sector->floorheight = interp->sectorplane.bakheight;
}
interp->sectorplane.sector->moved = true;
break;
case LVLINTERP_SectorScroll:
if (interp->sectorscroll.ceiling)
{
interp->sectorscroll.sector->ceiling_xoffs = interp->sectorscroll.bakxoffs;
interp->sectorscroll.sector->ceiling_yoffs = interp->sectorscroll.bakyoffs;
}
else
{
interp->sectorscroll.sector->floor_xoffs = interp->sectorscroll.bakxoffs;
interp->sectorscroll.sector->floor_yoffs = interp->sectorscroll.bakyoffs;
}
break;
case LVLINTERP_SideScroll:
interp->sidescroll.side->textureoffset = interp->sidescroll.baktextureoffset;
interp->sidescroll.side->rowoffset = interp->sidescroll.bakrowoffset;
break;
case LVLINTERP_Polyobj:
for (ii = 0; ii < interp->polyobj.vertices_size; ii++)
{
interp->polyobj.polyobj->vertices[ii]->x = interp->polyobj.bakvertices[ii * 2 ];
interp->polyobj.polyobj->vertices[ii]->y = interp->polyobj.bakvertices[ii * 2 + 1];
}
interp->polyobj.polyobj->centerPt.x = interp->polyobj.bakcx;
interp->polyobj.polyobj->centerPt.y = interp->polyobj.bakcy;
break;
case LVLINTERP_DynSlope:
FV3_Copy(&interp->dynslope.slope->o, &interp->dynslope.bako);
FV2_Copy(&interp->dynslope.slope->d, &interp->dynslope.bakd);
interp->dynslope.slope->zdelta = interp->dynslope.bakzdelta;
break;
}
}
}
void R_DestroyLevelInterpolators(thinker_t *thinker)
{
size_t i;
for (i = 0; i < levelinterpolators_len; i++)
{
levelinterpolator_t *interp = levelinterpolators[i];
if (interp->thinker == thinker)
{
// Swap the tail of the level interpolators to this spot
levelinterpolators[i] = levelinterpolators[levelinterpolators_len - 1];
levelinterpolators_len -= 1;
Z_Free(interp);
i -= 1;
}
}
}
static mobj_t **interpolated_mobjs = NULL;
static size_t interpolated_mobjs_len = 0;
static size_t interpolated_mobjs_capacity = 0;
// NOTE: This will NOT check that the mobj has already been added, for perf
// reasons.
void R_AddMobjInterpolator(mobj_t *mobj)
{
if (interpolated_mobjs_len >= interpolated_mobjs_capacity)
{
if (interpolated_mobjs_capacity == 0)
{
interpolated_mobjs_capacity = 256;
}
else
{
interpolated_mobjs_capacity *= 2;
}
interpolated_mobjs = Z_ReallocAlign(
interpolated_mobjs,
sizeof(mobj_t *) * interpolated_mobjs_capacity,
PU_LEVEL,
NULL,
64
);
}
interpolated_mobjs[interpolated_mobjs_len] = mobj;
interpolated_mobjs_len += 1;
R_ResetMobjInterpolationState(mobj);
mobj->resetinterp = true;
}
void R_RemoveMobjInterpolator(mobj_t *mobj)
{
size_t i;
if (interpolated_mobjs_len == 0) return;
for (i = 0; i < interpolated_mobjs_len - 1; i++)
{
if (interpolated_mobjs[i] == mobj)
{
interpolated_mobjs[i] = interpolated_mobjs[
interpolated_mobjs_len - 1
];
interpolated_mobjs_len -= 1;
return;
}
}
}
void R_InitMobjInterpolators(void)
{
// apparently it's not acceptable to free something already unallocated
// Z_Free(interpolated_mobjs);
interpolated_mobjs = NULL;
interpolated_mobjs_len = 0;
interpolated_mobjs_capacity = 0;
}
void R_UpdateMobjInterpolators(void)
{
size_t i;
for (i = 0; i < interpolated_mobjs_len; i++)
{
mobj_t *mobj = interpolated_mobjs[i];
if (!P_MobjWasRemoved(mobj))
R_ResetMobjInterpolationState(mobj);
}
}
//
// P_ResetMobjInterpolationState
//
// Reset the rendering interpolation state of the mobj.
//
void R_ResetMobjInterpolationState(mobj_t *mobj)
{
mobj->old_x2 = mobj->old_x;
mobj->old_y2 = mobj->old_y;
mobj->old_z2 = mobj->old_z;
mobj->old_angle2 = mobj->old_angle;
mobj->old_scale2 = mobj->old_scale;
mobj->old_x = mobj->x;
mobj->old_y = mobj->y;
mobj->old_z = mobj->z;
mobj->old_angle = mobj->angle;
mobj->old_scale = mobj->scale;
if (mobj->player)
{
mobj->player->old_frameangle2 = mobj->player->old_frameangle;
mobj->player->old_frameangle = mobj->player->frameangle;
}
mobj->resetinterp = false;
}
//
// P_ResetPrecipitationMobjInterpolationState
//
// Reset the rendering interpolation state of the precipmobj.
//
void R_ResetPrecipitationMobjInterpolationState(precipmobj_t *mobj)
{
mobj->old_x2 = mobj->old_x;
mobj->old_y2 = mobj->old_y;
mobj->old_z2 = mobj->old_z;
mobj->old_angle2 = mobj->old_angle;
mobj->old_x = mobj->x;
mobj->old_y = mobj->y;
mobj->old_z = mobj->z;
mobj->old_angle = mobj->angle;
}