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https://git.do.srb2.org/KartKrew/Kart-Public.git
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8f354ad9c1
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.
189 lines
5.9 KiB
C
189 lines
5.9 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file screen.h
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/// \brief Handles multiple resolutions, 8bpp/16bpp(highcolor) modes
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#ifndef __SCREEN_H__
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#define __SCREEN_H__
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#include "command.h"
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#if (defined (_WIN32) || defined (_WIN32_WCE)) && !defined (__CYGWIN__) && !defined (_XBOX)
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#if defined (_WIN32_WCE) && defined (__GNUC__)
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#include <sys/wcetypes.h>
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#else
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#define RPC_NO_WINDOWS_H
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#include <windows.h>
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#endif
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#define DNWH HWND
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#else
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#define DNWH void * // unused in DOS version
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#endif
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// quickhack for V_Init()... to be cleaned up
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#if defined (DC) || defined (_WIN32_WCE) || defined (PSP) || defined (NOPOSTPROCESSING)
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#define NUMSCREENS 2
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#else
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#define NUMSCREENS 5
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#endif
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// Size of statusbar.
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#define ST_HEIGHT 32
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#define ST_WIDTH 320
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// used now as a maximum video mode size for extra vesa modes.
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// we try to re-allocate a minimum of buffers for stability of the memory,
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// so all the small-enough tables based on screen size, are allocated once
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// and for all at the maximum size.
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#if defined (_WIN32_WCE) || defined (DC) || defined (_PSP) || defined (_NDS)
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#define MAXVIDWIDTH 320
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#define MAXVIDHEIGHT 200
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#elif defined (GP2X)
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#define MAXVIDWIDTH 320 //720
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#define MAXVIDHEIGHT 240 //576
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#elif defined (WII) // Wii, VGA/640x480
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#define MAXVIDWIDTH 640
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#define MAXVIDHEIGHT 480
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#else
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#define MAXVIDWIDTH 1920 // don't set this too high because actually
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#define MAXVIDHEIGHT 1200 // lots of tables are allocated with the MAX size.
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#endif
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#define BASEVIDWIDTH 320 // NEVER CHANGE THIS! This is the original
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#define BASEVIDHEIGHT 200 // resolution of the graphics.
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// global video state
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typedef struct viddef_s
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{
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INT32 modenum; // vidmode num indexes videomodes list
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UINT8 *buffer; // invisible screens buffer
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size_t rowbytes; // bytes per scanline of the VIDEO mode
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INT32 width; // PIXELS per scanline
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INT32 height;
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union { // don't need numpages for OpenGL, so we can use it for fullscreen/windowed mode
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INT32 numpages; // always 1, page flipping todo
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INT32 windowed; // windowed or fullscren mode?
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} u;
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INT32 recalc; // if true, recalc vid-based stuff
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UINT8 *direct; // linear frame buffer, or vga base mem.
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INT32 dupx, dupy; // scale 1, 2, 3 value for menus & overlays
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INT32/*fixed_t*/ fdupx, fdupy; // same as dupx, dupy, but exact value when aspect ratio isn't 320/200
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INT32 bpp; // BYTES per pixel: 1 = 256color, 2 = highcolor
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INT32 baseratio; // Used to get the correct value for lighting walls
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// for Win32 version
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DNWH WndParent; // handle of the application's window
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UINT8 smalldupx, smalldupy; // factor for a little bit of scaling
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UINT8 meddupx, meddupy; // factor for moderate, but not full, scaling
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#ifdef HWRENDER
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INT32/*fixed_t*/ fsmalldupx, fsmalldupy;
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INT32/*fixed_t*/ fmeddupx, fmeddupy;
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#endif
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} viddef_t;
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#define VIDWIDTH vid.width
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#define VIDHEIGHT vid.height
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// internal additional info for vesa modes only
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typedef struct
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{
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INT32 vesamode; // vesa mode number plus LINEAR_MODE bit
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void *plinearmem; // linear address of start of frame buffer
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} vesa_extra_t;
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// a video modes from the video modes list,
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// note: video mode 0 is always standard VGA320x200.
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typedef struct vmode_s
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{
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struct vmode_s *pnext;
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char *name;
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UINT32 width, height;
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UINT32 rowbytes; // bytes per scanline
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UINT32 bytesperpixel; // 1 for 256c, 2 for highcolor
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INT32 windowed; // if true this is a windowed mode
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INT32 numpages;
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vesa_extra_t *pextradata; // vesa mode extra data
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#if defined (_WIN32) && !defined (_XBOX)
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INT32 (WINAPI *setmode)(viddef_t *lvid, struct vmode_s *pcurrentmode);
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#else
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INT32 (*setmode)(viddef_t *lvid, struct vmode_s *pcurrentmode);
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#endif
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INT32 misc; // misc for display driver (r_opengl.dll etc)
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} vmode_t;
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#define NUMSPECIALMODES 4
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extern vmode_t specialmodes[NUMSPECIALMODES];
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// ---------------------------------------------
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// color mode dependent drawer function pointers
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// ---------------------------------------------
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extern void (*wallcolfunc)(void);
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extern void (*colfunc)(void);
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extern void (*basecolfunc)(void);
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extern void (*fuzzcolfunc)(void);
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extern void (*transcolfunc)(void);
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extern void (*shadecolfunc)(void);
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extern void (*spanfunc)(void);
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extern void (*basespanfunc)(void);
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extern void (*splatfunc)(void);
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extern void (*transtransfunc)(void);
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extern void (*twosmultipatchfunc)(void);
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extern void (*twosmultipatchtransfunc)(void);
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// -----
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// CPUID
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// -----
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extern boolean R_ASM;
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extern boolean R_486;
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extern boolean R_586;
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extern boolean R_MMX;
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extern boolean R_3DNow;
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extern boolean R_MMXExt;
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extern boolean R_SSE2;
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// ----------------
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// screen variables
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// ----------------
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extern viddef_t vid;
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extern INT32 setmodeneeded; // mode number to set if needed, or 0
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extern double averageFPS;
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extern INT32 scr_bpp;
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extern UINT8 *scr_borderpatch; // patch used to fill the view borders
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extern consvar_t cv_scr_width, cv_scr_height, cv_scr_depth, cv_renderview, cv_fullscreen, cv_vhseffect, cv_shittyscreen;
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// wait for page flipping to end or not
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extern consvar_t cv_vidwait;
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extern consvar_t cv_timescale;
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// quick fix for tall/short skies, depending on bytesperpixel
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extern void (*walldrawerfunc)(void);
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// Change video mode, only at the start of a refresh.
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void SCR_SetMode(void);
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// Recalc screen size dependent stuff
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void SCR_Recalc(void);
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// Check parms once at startup
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void SCR_CheckDefaultMode(void);
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// Set the mode number which is saved in the config
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void SCR_SetDefaultMode (void);
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void SCR_Startup (void);
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void SCR_CalculateFPS(void);
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FUNCMATH boolean SCR_IsAspectCorrect(INT32 width, INT32 height);
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// move out to main code for consistency
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void SCR_DisplayTicRate(void);
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void SCR_DisplayLocalPing(void);
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#undef DNWH
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#endif //__SCREEN_H__
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