// 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. #ifndef __R_FPS_H__ #define __R_FPS_H__ #include "m_fixed.h" #include "p_local.h" #include "r_state.h" extern consvar_t cv_fpscap; UINT32 R_GetFramerateCap(void); boolean R_UsingFrameInterpolation(void); enum viewcontext_e { VIEWCONTEXT_PLAYER1 = 0, VIEWCONTEXT_PLAYER2, VIEWCONTEXT_PLAYER3, VIEWCONTEXT_PLAYER4, VIEWCONTEXT_SKY1, VIEWCONTEXT_SKY2, VIEWCONTEXT_SKY3, VIEWCONTEXT_SKY4 }; typedef struct { fixed_t x; fixed_t y; fixed_t z; boolean sky; sector_t *sector; player_t *player; angle_t angle; angle_t aim; fixed_t cos; fixed_t sin; mobj_t *mobj; } viewvars_t; extern viewvars_t *newview; typedef struct { fixed_t x; fixed_t y; fixed_t z; subsector_t *subsector; angle_t angle; fixed_t scale; } interpmobjstate_t; // Level interpolators // The union tag for levelinterpolator_t typedef enum { LVLINTERP_SectorPlane, LVLINTERP_SectorScroll, LVLINTERP_SideScroll, LVLINTERP_Polyobj, LVLINTERP_DynSlope, } levelinterpolator_type_e; // Tagged union of a level interpolator typedef struct levelinterpolator_s { levelinterpolator_type_e type; thinker_t *thinker; union { struct { sector_t *sector; fixed_t oldheight; fixed_t bakheight; boolean ceiling; } sectorplane; struct { sector_t *sector; fixed_t oldxoffs, oldyoffs, bakxoffs, bakyoffs; boolean ceiling; } sectorscroll; struct { side_t *side; fixed_t oldtextureoffset, oldrowoffset, baktextureoffset, bakrowoffset; } sidescroll; struct { polyobj_t *polyobj; fixed_t *oldvertices; fixed_t *bakvertices; size_t vertices_size; fixed_t oldcx, oldcy, bakcx, bakcy; } polyobj; struct { pslope_t *slope; vector3_t oldo, bako; vector2_t oldd, bakd; fixed_t oldzdelta, bakzdelta; } dynslope; }; } levelinterpolator_t; // Interpolates the current view variables (r_state.h) against the selected view context in R_SetViewContext void R_InterpolateView(fixed_t frac); // Buffer the current new views into the old views. Call once after each real tic. void R_UpdateViewInterpolation(void); // Reset the view states (e.g. after level load) so R_InterpolateView doesn't interpolate invalid data void R_ResetViewInterpolation(UINT8 p); // Set the current view context (the viewvars pointed to by newview) void R_SetViewContext(enum viewcontext_e _viewcontext); fixed_t R_InterpolateFixed(fixed_t from, fixed_t to); angle_t R_InterpolateAngle(angle_t from, angle_t to); // Evaluate the interpolated mobj state for the given mobj void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out); // Evaluate the interpolated mobj state for the given precipmobj void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjstate_t *out); void R_CreateInterpolator_SectorPlane(thinker_t *thinker, sector_t *sector, boolean ceiling); void R_CreateInterpolator_SectorScroll(thinker_t *thinker, sector_t *sector, boolean ceiling); void R_CreateInterpolator_SideScroll(thinker_t *thinker, side_t *side); void R_CreateInterpolator_Polyobj(thinker_t *thinker, polyobj_t *polyobj); void R_CreateInterpolator_DynSlope(thinker_t *thinker, pslope_t *slope); // Initialize level interpolators after a level change void R_InitializeLevelInterpolators(void); // Update level interpolators, storing the previous and current states. void R_UpdateLevelInterpolators(void); // Clear states for all level interpolators for the thinker void R_ClearLevelInterpolatorState(thinker_t *thinker); // Apply level interpolators to the actual game state void R_ApplyLevelInterpolators(fixed_t frac); // Restore level interpolators to the real game state void R_RestoreLevelInterpolators(void); // Destroy interpolators associated with a thinker void R_DestroyLevelInterpolators(thinker_t *thinker); // Initialize internal mobj interpolator list (e.g. during level loading) void R_InitMobjInterpolators(void); // Add interpolation state for the given mobj void R_AddMobjInterpolator(mobj_t *mobj); // Remove the interpolation state for the given mobj void R_RemoveMobjInterpolator(mobj_t *mobj); void R_UpdateMobjInterpolators(void); void R_ResetMobjInterpolationState(mobj_t *mobj); void R_ResetPrecipitationMobjInterpolationState(precipmobj_t *mobj); #endif