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158 lines
4.8 KiB
C
158 lines
4.8 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2000 by Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze, Andrey Budko (prboom)
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// Copyright (C) 1999-2019 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 r_fps.h
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/// \brief Uncapped framerate stuff.
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#ifndef __R_FPS_H__
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#define __R_FPS_H__
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#include "m_fixed.h"
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#include "p_local.h"
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#include "r_state.h"
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extern consvar_t cv_fpscap;
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UINT32 R_GetFramerateCap(void);
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boolean R_UsingFrameInterpolation(void);
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enum viewcontext_e
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{
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VIEWCONTEXT_PLAYER1 = 0,
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VIEWCONTEXT_PLAYER2,
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VIEWCONTEXT_PLAYER3,
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VIEWCONTEXT_PLAYER4,
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VIEWCONTEXT_SKY1,
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VIEWCONTEXT_SKY2,
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VIEWCONTEXT_SKY3,
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VIEWCONTEXT_SKY4
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};
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typedef struct {
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fixed_t x;
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fixed_t y;
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fixed_t z;
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boolean sky;
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sector_t *sector;
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player_t *player;
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angle_t angle;
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angle_t aim;
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fixed_t cos;
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fixed_t sin;
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mobj_t *mobj;
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} viewvars_t;
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extern viewvars_t *newview;
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typedef struct {
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fixed_t x;
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fixed_t y;
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fixed_t z;
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subsector_t *subsector;
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angle_t angle;
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fixed_t scale;
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} interpmobjstate_t;
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// Level interpolators
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// The union tag for levelinterpolator_t
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typedef enum {
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LVLINTERP_SectorPlane,
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LVLINTERP_SectorScroll,
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LVLINTERP_SideScroll,
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LVLINTERP_Polyobj,
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LVLINTERP_DynSlope,
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} levelinterpolator_type_e;
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// Tagged union of a level interpolator
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typedef struct levelinterpolator_s {
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levelinterpolator_type_e type;
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thinker_t *thinker;
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union {
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struct {
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sector_t *sector;
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fixed_t oldheight;
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fixed_t bakheight;
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boolean ceiling;
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} sectorplane;
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struct {
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sector_t *sector;
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fixed_t oldxoffs, oldyoffs, bakxoffs, bakyoffs;
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boolean ceiling;
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} sectorscroll;
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struct {
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side_t *side;
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fixed_t oldtextureoffset, oldrowoffset, baktextureoffset, bakrowoffset;
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} sidescroll;
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struct {
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polyobj_t *polyobj;
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fixed_t *oldvertices;
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fixed_t *bakvertices;
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size_t vertices_size;
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fixed_t oldcx, oldcy, bakcx, bakcy;
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} polyobj;
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struct {
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pslope_t *slope;
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vector3_t oldo, bako;
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vector2_t oldd, bakd;
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fixed_t oldzdelta, bakzdelta;
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} dynslope;
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};
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} levelinterpolator_t;
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// Interpolates the current view variables (r_state.h) against the selected view context in R_SetViewContext
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void R_InterpolateView(fixed_t frac);
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// Buffer the current new views into the old views. Call once after each real tic.
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void R_UpdateViewInterpolation(void);
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// Reset the view states (e.g. after level load) so R_InterpolateView doesn't interpolate invalid data
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void R_ResetViewInterpolation(UINT8 p);
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// Set the current view context (the viewvars pointed to by newview)
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void R_SetViewContext(enum viewcontext_e _viewcontext);
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fixed_t R_InterpolateFixed(fixed_t from, fixed_t to);
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angle_t R_InterpolateAngle(angle_t from, angle_t to);
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// Evaluate the interpolated mobj state for the given mobj
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void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out);
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// Evaluate the interpolated mobj state for the given precipmobj
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void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjstate_t *out);
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void R_CreateInterpolator_SectorPlane(thinker_t *thinker, sector_t *sector, boolean ceiling);
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void R_CreateInterpolator_SectorScroll(thinker_t *thinker, sector_t *sector, boolean ceiling);
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void R_CreateInterpolator_SideScroll(thinker_t *thinker, side_t *side);
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void R_CreateInterpolator_Polyobj(thinker_t *thinker, polyobj_t *polyobj);
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void R_CreateInterpolator_DynSlope(thinker_t *thinker, pslope_t *slope);
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// Initialize level interpolators after a level change
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void R_InitializeLevelInterpolators(void);
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// Update level interpolators, storing the previous and current states.
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void R_UpdateLevelInterpolators(void);
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// Clear states for all level interpolators for the thinker
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void R_ClearLevelInterpolatorState(thinker_t *thinker);
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// Apply level interpolators to the actual game state
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void R_ApplyLevelInterpolators(fixed_t frac);
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// Restore level interpolators to the real game state
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void R_RestoreLevelInterpolators(void);
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// Destroy interpolators associated with a thinker
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void R_DestroyLevelInterpolators(thinker_t *thinker);
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// Initialize internal mobj interpolator list (e.g. during level loading)
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void R_InitMobjInterpolators(void);
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// Add interpolation state for the given mobj
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void R_AddMobjInterpolator(mobj_t *mobj);
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// Remove the interpolation state for the given mobj
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void R_RemoveMobjInterpolator(mobj_t *mobj);
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void R_UpdateMobjInterpolators(void);
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void R_ResetMobjInterpolationState(mobj_t *mobj);
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void R_ResetPrecipitationMobjInterpolationState(precipmobj_t *mobj);
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#endif
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