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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.
111 lines
3.4 KiB
C
111 lines
3.4 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) 1999-2018 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 r_main.h
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/// \brief Rendering variables, consvars, defines
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#ifndef __R_MAIN__
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#define __R_MAIN__
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#include "d_player.h"
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#include "r_data.h"
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//
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// POV related.
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//
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extern fixed_t viewcos, viewsin;
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extern INT32 viewheight;
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extern INT32 centerx, centery;
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extern fixed_t centerxfrac, centeryfrac;
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extern fixed_t projection, projectiony;
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extern size_t validcount, linecount, loopcount, framecount;
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// The fraction of a tic being drawn (for interpolation between two tics)
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extern fixed_t rendertimefrac;
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// Evaluated delta tics for this frame (how many tics since the last frame)
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extern fixed_t renderdeltatics;
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// The current render is a new logical tic
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extern boolean renderisnewtic;
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//
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// Lighting LUT.
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// Used for z-depth cuing per column/row,
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// and other lighting effects (sector ambient, flash).
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//
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// Lighting constants.
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// Now with 32 levels.
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#define LIGHTLEVELS 32
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#define LIGHTSEGSHIFT 3
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#define MAXLIGHTSCALE 48
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#define LIGHTSCALESHIFT 12
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#define MAXLIGHTZ 128
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#define LIGHTZSHIFT 20
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extern lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
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extern lighttable_t *scalelightfixed[MAXLIGHTSCALE];
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extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
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// Number of diminishing brightness levels.
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// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
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#define NUMCOLORMAPS 32
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// Utility functions.
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INT32 R_PointOnSide(fixed_t x, fixed_t y, node_t *node);
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INT32 R_PointOnSegSide(fixed_t x, fixed_t y, seg_t *line);
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angle_t R_PointToAngle(fixed_t x, fixed_t y);
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angle_t R_PointToAngle2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1);
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angle_t R_PointToAngleEx(INT32 x2, INT32 y2, INT32 x1, INT32 y1);
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fixed_t R_PointToDist(fixed_t x, fixed_t y);
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fixed_t R_PointToDist2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1);
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fixed_t R_ScaleFromGlobalAngle(angle_t visangle);
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subsector_t *R_PointInSubsector(fixed_t x, fixed_t y);
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subsector_t *R_IsPointInSubsector(fixed_t x, fixed_t y);
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boolean R_DoCulling(line_t *cullheight, line_t *viewcullheight, fixed_t vz, fixed_t bottomh, fixed_t toph);
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//
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// REFRESH - the actual rendering functions.
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//
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extern consvar_t cv_showhud, cv_translucenthud;
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extern consvar_t cv_homremoval;
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extern consvar_t cv_chasecam, cv_chasecam2, cv_chasecam3, cv_chasecam4;
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extern consvar_t cv_flipcam, cv_flipcam2, cv_flipcam3, cv_flipcam4;
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extern consvar_t cv_shadow, cv_shadowoffs;
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extern consvar_t cv_translucency;
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extern consvar_t /*cv_precipdensity,*/ cv_drawdist, /*cv_drawdist_nights,*/ cv_drawdist_precip;
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extern consvar_t cv_fov;
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extern consvar_t cv_skybox;
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extern consvar_t cv_tailspickup;
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// Called by startup code.
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void R_Init(void);
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// just sets setsizeneeded true
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extern boolean setsizeneeded;
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void R_SetViewSize(void);
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// do it (sometimes explicitly called)
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void R_ExecuteSetViewSize(void);
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void R_SkyboxFrame(player_t *player);
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void R_SetupFrame(player_t *player, boolean skybox);
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// Called by G_Drawer.
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void R_RenderPlayerView(player_t *player);
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// add commands related to engine, at game startup
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void R_RegisterEngineStuff(void);
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#endif
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