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.
|
2016-05-18 00:42:11 +00:00
|
|
|
// Copyright (C) 2013-2016 by Matthew "Inuyasha" Walsh.
|
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 f_wipe.c
|
|
|
|
/// \brief SRB2 2.1 custom fade mask "wipe" behavior.
|
|
|
|
|
|
|
|
#include "f_finale.h"
|
|
|
|
#include "i_video.h"
|
|
|
|
#include "v_video.h"
|
|
|
|
|
|
|
|
#include "r_draw.h" // transtable
|
|
|
|
#include "p_pspr.h" // tr_transxxx
|
|
|
|
#include "w_wad.h"
|
|
|
|
#include "z_zone.h"
|
|
|
|
|
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
|
|
|
#include "i_time.h"
|
2014-03-15 16:59:03 +00:00
|
|
|
#include "i_system.h"
|
2020-04-27 02:46:35 +00:00
|
|
|
#include "i_threads.h"
|
2014-03-15 16:59:03 +00:00
|
|
|
#include "m_menu.h"
|
|
|
|
#include "console.h"
|
|
|
|
#include "d_main.h"
|
|
|
|
#include "m_misc.h" // movie mode
|
2019-01-30 19:18:51 +00:00
|
|
|
#include "d_clisrv.h" // So the network state can be updated during the wipe
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
#ifdef HWRENDER
|
|
|
|
#include "hardware/hw_main.h"
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if NUMSCREENS < 5
|
|
|
|
#define NOWIPE // do not enable wipe image post processing for ARM, SH and MIPS CPUs
|
|
|
|
#endif
|
|
|
|
|
|
|
|
typedef struct fademask_s {
|
|
|
|
UINT8* mask;
|
|
|
|
UINT16 width, height;
|
|
|
|
size_t size;
|
|
|
|
fixed_t xscale, yscale;
|
|
|
|
} fademask_t;
|
|
|
|
|
|
|
|
UINT8 wipedefs[NUMWIPEDEFS] = {
|
|
|
|
99, // wipe_credits_intermediate (0)
|
|
|
|
|
|
|
|
0, // wipe_level_toblack
|
2018-07-19 04:07:13 +00:00
|
|
|
UINT8_MAX, // wipe_intermission_toblack
|
|
|
|
0, // wipe_voting_toblack,
|
|
|
|
UINT8_MAX, // wipe_continuing_toblack
|
2018-01-15 03:40:25 +00:00
|
|
|
3, // wipe_titlescreen_toblack
|
2014-03-15 16:59:03 +00:00
|
|
|
0, // wipe_timeattack_toblack
|
|
|
|
99, // wipe_credits_toblack
|
|
|
|
0, // wipe_evaluation_toblack
|
|
|
|
0, // wipe_gameend_toblack
|
2017-12-28 23:37:25 +00:00
|
|
|
UINT8_MAX, // wipe_intro_toblack (hardcoded)
|
|
|
|
UINT8_MAX, // wipe_cutscene_toblack (hardcoded)
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2018-07-19 04:07:13 +00:00
|
|
|
UINT8_MAX, // wipe_specinter_toblack
|
|
|
|
UINT8_MAX, // wipe_multinter_toblack
|
|
|
|
99, // wipe_speclevel_towhite
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2018-07-22 20:49:17 +00:00
|
|
|
3, // wipe_level_final
|
2014-03-15 16:59:03 +00:00
|
|
|
0, // wipe_intermission_final
|
2018-07-04 21:57:50 +00:00
|
|
|
0, // wipe_voting_final
|
2014-03-15 16:59:03 +00:00
|
|
|
0, // wipe_continuing_final
|
2018-01-15 03:40:25 +00:00
|
|
|
3, // wipe_titlescreen_final
|
2014-03-15 16:59:03 +00:00
|
|
|
0, // wipe_timeattack_final
|
|
|
|
99, // wipe_credits_final
|
|
|
|
0, // wipe_evaluation_final
|
|
|
|
0, // wipe_gameend_final
|
|
|
|
99, // wipe_intro_final (hardcoded)
|
|
|
|
99, // wipe_cutscene_final (hardcoded)
|
|
|
|
|
|
|
|
0, // wipe_specinter_final
|
|
|
|
0 // wipe_multinter_final
|
|
|
|
};
|
|
|
|
|
|
|
|
//--------------------------------------------------------------------------
|
|
|
|
// SCREEN WIPE PACKAGE
|
|
|
|
//--------------------------------------------------------------------------
|
|
|
|
|
|
|
|
boolean WipeInAction = false;
|
|
|
|
INT32 lastwipetic = 0;
|
|
|
|
|
|
|
|
#ifndef NOWIPE
|
|
|
|
static UINT8 *wipe_scr_start; //screen 3
|
|
|
|
static UINT8 *wipe_scr_end; //screen 4
|
|
|
|
static UINT8 *wipe_scr; //screen 0 (main drawing)
|
|
|
|
static fixed_t paldiv;
|
|
|
|
|
|
|
|
/** Create fademask_t from lump
|
|
|
|
*
|
|
|
|
* \param lump Lump name to get data from
|
|
|
|
* \return fademask_t for lump
|
|
|
|
*/
|
|
|
|
static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
|
2019-02-05 03:22:12 +00:00
|
|
|
static char lumpname[9] = "FADEmmss";
|
2014-03-15 16:59:03 +00:00
|
|
|
static fademask_t fm = {NULL,0,0,0,0,0};
|
|
|
|
lumpnum_t lumpnum;
|
|
|
|
UINT8 *lump, *mask;
|
|
|
|
size_t lsize;
|
|
|
|
RGBA_t *pcolor;
|
|
|
|
|
|
|
|
if (masknum > 99 || scrnnum > 99)
|
|
|
|
goto freemask;
|
|
|
|
|
2019-02-05 03:22:12 +00:00
|
|
|
// SRB2Kart: This suddenly triggers ERRORMODE now
|
|
|
|
//sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)masknum, (UINT16)scrnnum);
|
|
|
|
|
|
|
|
lumpname[4] = '0'+(masknum/10);
|
|
|
|
lumpname[5] = '0'+(masknum%10);
|
|
|
|
|
|
|
|
lumpname[6] = '0'+(scrnnum/10);
|
|
|
|
lumpname[7] = '0'+(scrnnum%10);
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
lumpnum = W_CheckNumForName(lumpname);
|
|
|
|
if (lumpnum == LUMPERROR)
|
|
|
|
goto freemask;
|
|
|
|
|
|
|
|
lump = W_CacheLumpNum(lumpnum, PU_CACHE);
|
|
|
|
lsize = W_LumpLength(lumpnum);
|
|
|
|
switch (lsize)
|
|
|
|
{
|
|
|
|
case 256000: // 640x400
|
|
|
|
fm.width = 640;
|
|
|
|
fm.height = 400;
|
|
|
|
break;
|
|
|
|
case 64000: // 320x200
|
|
|
|
fm.width = 320;
|
|
|
|
fm.height = 200;
|
|
|
|
break;
|
|
|
|
case 16000: // 160x100
|
|
|
|
fm.width = 160;
|
|
|
|
fm.height = 100;
|
|
|
|
break;
|
|
|
|
case 4000: // 80x50 (minimum)
|
|
|
|
fm.width = 80;
|
|
|
|
fm.height = 50;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default: // bad lump
|
|
|
|
CONS_Alert(CONS_WARNING, "Fade mask lump %s of incorrect size, ignored\n", lumpname);
|
|
|
|
case 0: // end marker (not bad!, but still need clearing)
|
|
|
|
goto freemask;
|
|
|
|
}
|
|
|
|
if (lsize != fm.size)
|
|
|
|
fm.mask = Z_Realloc(fm.mask, lsize, PU_STATIC, NULL);
|
|
|
|
fm.size = lsize;
|
|
|
|
|
|
|
|
mask = fm.mask;
|
|
|
|
|
|
|
|
while (lsize--)
|
|
|
|
{
|
|
|
|
// Determine pixel to use from fademask
|
|
|
|
pcolor = &pLocalPalette[*lump++];
|
|
|
|
*mask++ = FixedDiv((pcolor->s.red+1)<<FRACBITS, paldiv)>>FRACBITS;
|
|
|
|
}
|
|
|
|
|
2014-08-27 03:56:30 +00:00
|
|
|
fm.xscale = FixedDiv(vid.width<<FRACBITS, fm.width<<FRACBITS);
|
|
|
|
fm.yscale = FixedDiv(vid.height<<FRACBITS, fm.height<<FRACBITS);
|
2014-03-15 16:59:03 +00:00
|
|
|
return &fm;
|
|
|
|
|
|
|
|
// Landing point for freeing data -- do this instead of just returning NULL
|
|
|
|
// this ensures the fade data isn't remaining in memory, unused
|
|
|
|
// (could be up to 256,000 bytes if it's a HQ fade!)
|
|
|
|
freemask:
|
|
|
|
if (fm.mask)
|
|
|
|
{
|
|
|
|
Z_Free(fm.mask);
|
|
|
|
fm.mask = NULL;
|
|
|
|
fm.size = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Wipe ticker
|
|
|
|
*
|
|
|
|
* \param fademask pixels to change
|
|
|
|
*/
|
|
|
|
static void F_DoWipe(fademask_t *fademask)
|
|
|
|
{
|
2014-08-27 03:56:30 +00:00
|
|
|
// Software mask wipe -- optimized; though it might not look like it!
|
|
|
|
// Okay, to save you wondering *how* this is more optimized than the simpler
|
|
|
|
// version that came before it...
|
|
|
|
// ---
|
|
|
|
// The previous code did two FixedMul calls for every single pixel on the
|
|
|
|
// screen, of which there are hundreds of thousands -- if not millions -- of.
|
|
|
|
// This worked fine for smaller screen sizes, but with excessively large
|
|
|
|
// (1920x1200) screens that meant 4 million+ calls out to FixedMul, and that
|
|
|
|
// would take /just/ long enough that fades would start to noticably lag.
|
|
|
|
// ---
|
|
|
|
// This code iterates over the fade mask's pixels instead of the screen's,
|
|
|
|
// and deals with drawing over each rectangular area before it moves on to
|
|
|
|
// the next pixel in the fade mask. As a result, it's more complex (and might
|
|
|
|
// look a little messy; sorry!) but it simultaneously runs at twice the speed.
|
|
|
|
// In addition, we precalculate all the X and Y positions that we need to draw
|
|
|
|
// from and to, so it uses a little extra memory, but again, helps it run faster.
|
2014-03-15 16:59:03 +00:00
|
|
|
{
|
2014-08-27 03:56:30 +00:00
|
|
|
// wipe screen, start, end
|
|
|
|
UINT8 *w = wipe_scr;
|
|
|
|
const UINT8 *s = wipe_scr_start;
|
|
|
|
const UINT8 *e = wipe_scr_end;
|
|
|
|
|
|
|
|
// first pixel for each screen
|
|
|
|
UINT8 *w_base = w;
|
|
|
|
const UINT8 *s_base = s;
|
|
|
|
const UINT8 *e_base = e;
|
|
|
|
|
|
|
|
// mask data, end
|
|
|
|
UINT8 *transtbl;
|
|
|
|
const UINT8 *mask = fademask->mask;
|
|
|
|
const UINT8 *maskend = mask + fademask->size;
|
|
|
|
|
|
|
|
// rectangle draw hints
|
|
|
|
UINT32 draw_linestart, draw_rowstart;
|
|
|
|
UINT32 draw_lineend, draw_rowend;
|
|
|
|
UINT32 draw_linestogo, draw_rowstogo;
|
|
|
|
|
|
|
|
// rectangle coordinates, etc.
|
2015-01-29 00:03:41 +00:00
|
|
|
UINT16* scrxpos = (UINT16*)malloc((fademask->width + 1) * sizeof(UINT16));
|
|
|
|
UINT16* scrypos = (UINT16*)malloc((fademask->height + 1) * sizeof(UINT16));
|
2014-08-27 03:56:30 +00:00
|
|
|
UINT16 maskx, masky;
|
|
|
|
UINT32 relativepos;
|
|
|
|
|
|
|
|
// ---
|
|
|
|
// Screw it, we do the fixed point math ourselves up front.
|
|
|
|
scrxpos[0] = 0;
|
|
|
|
for (relativepos = 0, maskx = 1; maskx < fademask->width; ++maskx)
|
|
|
|
scrxpos[maskx] = (relativepos += fademask->xscale)>>FRACBITS;
|
|
|
|
scrxpos[fademask->width] = vid.width;
|
|
|
|
|
|
|
|
scrypos[0] = 0;
|
|
|
|
for (relativepos = 0, masky = 1; masky < fademask->height; ++masky)
|
|
|
|
scrypos[masky] = (relativepos += fademask->yscale)>>FRACBITS;
|
|
|
|
scrypos[fademask->height] = vid.height;
|
|
|
|
// ---
|
|
|
|
|
|
|
|
maskx = masky = 0;
|
|
|
|
do
|
2014-03-15 16:59:03 +00:00
|
|
|
{
|
2014-08-27 03:56:30 +00:00
|
|
|
draw_rowstart = scrxpos[maskx];
|
|
|
|
draw_rowend = scrxpos[maskx + 1];
|
|
|
|
draw_linestart = scrypos[masky];
|
|
|
|
draw_lineend = scrypos[masky + 1];
|
|
|
|
|
|
|
|
relativepos = (draw_linestart * vid.width) + draw_rowstart;
|
|
|
|
draw_linestogo = draw_lineend - draw_linestart;
|
2016-01-08 16:16:16 +00:00
|
|
|
|
|
|
|
if (*mask == 0)
|
2014-08-27 03:56:30 +00:00
|
|
|
{
|
2016-01-08 16:16:16 +00:00
|
|
|
// shortcut - memcpy source to work
|
|
|
|
while (draw_linestogo--)
|
2014-08-27 03:56:30 +00:00
|
|
|
{
|
2016-01-08 16:16:16 +00:00
|
|
|
M_Memcpy(w_base+relativepos, s_base+relativepos, draw_rowend-draw_rowstart);
|
|
|
|
relativepos += vid.width;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (*mask == 10)
|
|
|
|
{
|
|
|
|
// shortcut - memcpy target to work
|
|
|
|
while (draw_linestogo--)
|
|
|
|
{
|
|
|
|
M_Memcpy(w_base+relativepos, e_base+relativepos, draw_rowend-draw_rowstart);
|
|
|
|
relativepos += vid.width;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// pointer to transtable that this mask would use
|
|
|
|
transtbl = transtables + ((9 - *mask)<<FF_TRANSSHIFT);
|
|
|
|
|
|
|
|
// DRAWING LOOP
|
|
|
|
while (draw_linestogo--)
|
|
|
|
{
|
|
|
|
w = w_base + relativepos;
|
|
|
|
s = s_base + relativepos;
|
|
|
|
e = e_base + relativepos;
|
|
|
|
draw_rowstogo = draw_rowend - draw_rowstart;
|
|
|
|
|
|
|
|
while (draw_rowstogo--)
|
|
|
|
*w++ = transtbl[ ( *e++ << 8 ) + *s++ ];
|
|
|
|
|
|
|
|
relativepos += vid.width;
|
2014-08-27 03:56:30 +00:00
|
|
|
}
|
2016-01-08 16:16:16 +00:00
|
|
|
// END DRAWING LOOP
|
2014-08-27 03:56:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (++maskx >= fademask->width)
|
|
|
|
++masky, maskx = 0;
|
|
|
|
} while (++mask < maskend);
|
2015-01-28 08:09:03 +00:00
|
|
|
|
|
|
|
free(scrxpos);
|
|
|
|
free(scrypos);
|
2014-08-27 03:56:30 +00:00
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/** Save the "before" screen of a wipe.
|
|
|
|
*/
|
|
|
|
void F_WipeStartScreen(void)
|
|
|
|
{
|
|
|
|
#ifndef NOWIPE
|
|
|
|
#ifdef HWRENDER
|
|
|
|
if(rendermode != render_soft)
|
|
|
|
{
|
|
|
|
HWR_StartScreenWipe();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
wipe_scr_start = screens[3];
|
|
|
|
I_ReadScreen(wipe_scr_start);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Save the "after" screen of a wipe.
|
|
|
|
*/
|
|
|
|
void F_WipeEndScreen(void)
|
|
|
|
{
|
|
|
|
#ifndef NOWIPE
|
|
|
|
#ifdef HWRENDER
|
|
|
|
if(rendermode != render_soft)
|
|
|
|
{
|
|
|
|
HWR_EndScreenWipe();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
wipe_scr_end = screens[4];
|
|
|
|
I_ReadScreen(wipe_scr_end);
|
|
|
|
V_DrawBlock(0, 0, 0, vid.width, vid.height, wipe_scr_start);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/** After setting up the screens you want to wipe,
|
|
|
|
* calling this will do a 'typical' wipe.
|
|
|
|
*/
|
|
|
|
void F_RunWipe(UINT8 wipetype, boolean drawMenu)
|
|
|
|
{
|
|
|
|
#ifdef NOWIPE
|
|
|
|
(void)wipetype;
|
|
|
|
(void)drawMenu;
|
|
|
|
#else
|
|
|
|
tic_t nowtime;
|
|
|
|
UINT8 wipeframe = 0;
|
|
|
|
fademask_t *fmask;
|
|
|
|
|
|
|
|
paldiv = FixedDiv(257<<FRACBITS, 11<<FRACBITS);
|
|
|
|
|
|
|
|
// Init the wipe
|
|
|
|
WipeInAction = true;
|
|
|
|
wipe_scr = screens[0];
|
|
|
|
|
|
|
|
// lastwipetic should either be 0 or the tic we last wiped
|
|
|
|
// on for fade-to-black
|
|
|
|
for (;;)
|
|
|
|
{
|
|
|
|
// get fademask first so we can tell if it exists or not
|
|
|
|
fmask = F_GetFadeMask(wipetype, wipeframe++);
|
|
|
|
if (!fmask)
|
|
|
|
break;
|
|
|
|
|
|
|
|
// wait loop
|
|
|
|
while (!((nowtime = I_GetTime()) - lastwipetic))
|
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
|
|
|
{
|
|
|
|
I_Sleep(cv_sleep.value);
|
|
|
|
I_UpdateTime(cv_timescale.value);
|
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
lastwipetic = nowtime;
|
|
|
|
|
2014-09-04 00:35:29 +00:00
|
|
|
#ifdef HWRENDER
|
|
|
|
if (rendermode == render_opengl)
|
|
|
|
HWR_DoWipe(wipetype, wipeframe-1); // send in the wipe type and wipeframe because we need to cache the graphic
|
|
|
|
else
|
|
|
|
#endif
|
2020-04-20 23:08:31 +00:00
|
|
|
if (rendermode != render_none) //this allows F_RunWipe to be called in dedicated servers
|
|
|
|
F_DoWipe(fmask);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
I_OsPolling();
|
|
|
|
I_UpdateNoBlit();
|
|
|
|
|
|
|
|
if (drawMenu)
|
2020-04-27 02:46:35 +00:00
|
|
|
{
|
|
|
|
#ifdef HAVE_THREADS
|
|
|
|
I_lock_mutex(&m_menu_mutex);
|
|
|
|
#endif
|
2014-03-15 16:59:03 +00:00
|
|
|
M_Drawer(); // menu is drawn even on top of wipes
|
2020-04-27 02:46:35 +00:00
|
|
|
#ifdef HAVE_THREADS
|
|
|
|
I_unlock_mutex(m_menu_mutex);
|
|
|
|
#endif
|
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2014-03-31 22:47:12 +00:00
|
|
|
I_FinishUpdate(); // page flip or blit buffer
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
if (moviemode)
|
|
|
|
M_SaveFrame();
|
2019-01-30 19:18:51 +00:00
|
|
|
|
|
|
|
NetKeepAlive(); // Update the network so we don't cause timeouts
|
2014-03-15 16:59:03 +00:00
|
|
|
}
|
|
|
|
WipeInAction = false;
|
|
|
|
#endif
|
|
|
|
}
|