mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-27 04:41:23 +00:00
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.
410 lines
10 KiB
C
410 lines
10 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 doomtype.h
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/// \brief SRB2 standard types
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///
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/// Simple basic typedefs, isolated here to make it easier
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/// separating modules.
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#ifndef __DOOMTYPE__
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#define __DOOMTYPE__
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#if (defined (_WIN32) && !defined (_XBOX)) || (defined (_WIN32_WCE) && !defined (__GNUC__))
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//#define WIN32_LEAN_AND_MEAN
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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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#ifdef _NDS
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#include <nds.h>
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#endif
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/* 7.18.1.1 Exact-width integer types */
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#ifdef _MSC_VER
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#define UINT8 unsigned __int8
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#define SINT8 signed __int8
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#define UINT16 unsigned __int16
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#define INT16 __int16
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#define INT32 __int32
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#define UINT32 unsigned __int32
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#define INT64 __int64
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#define UINT64 unsigned __int64
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typedef long ssize_t;
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/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
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#if (_MSC_VER <= 1200)
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#ifndef DWORD_PTR
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#define DWORD_PTR DWORD
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#endif
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#ifndef PDWORD_PTR
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#define PDWORD_PTR PDWORD
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#endif
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#endif
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#elif defined (_arch_dreamcast) // KOS Dreamcast
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#include <arch/types.h>
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#define UINT8 unsigned char
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#define SINT8 signed char
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#define UINT16 uint16
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#define INT16 int16
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#define INT32 int
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#define UINT32 unsigned int
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#define INT64 int64
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#define UINT64 uint64
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#elif defined (__DJGPP__)
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#define UINT8 unsigned char
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#define SINT8 signed char
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#define UINT16 unsigned short int
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#define INT16 signed short int
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#define INT32 signed long
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#define UINT32 unsigned long
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#define INT64 signed long long
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#define UINT64 unsigned long long
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#else
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#define __STDC_LIMIT_MACROS
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#include <stdint.h>
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#define UINT8 uint8_t
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#define SINT8 int8_t
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#define UINT16 uint16_t
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#define INT16 int16_t
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#define INT32 int32_t
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#define UINT32 uint32_t
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#define INT64 int64_t
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#define UINT64 uint64_t
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#endif
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#ifdef __APPLE_CC__
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#define DIRECTFULLSCREEN 1
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#define DEBUG_LOG
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#define NOIPX
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#endif
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/* Strings and some misc platform specific stuff */
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#if defined (_MSC_VER) || defined (__OS2__)
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// Microsoft VisualC++
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#ifdef _MSC_VER
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#if (_MSC_VER <= 1800) // MSVC 2013 and back
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#define snprintf _snprintf
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#if (_MSC_VER <= 1200) // MSVC 6.0 and back
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#define vsnprintf _vsnprintf
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#endif
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#endif
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#endif
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#define strncasecmp strnicmp
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#define strcasecmp stricmp
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#define inline __inline
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#elif defined (__WATCOMC__)
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#include <dos.h>
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#include <sys\types.h>
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#include <direct.h>
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#include <malloc.h>
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#define strncasecmp strnicmp
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#define strcasecmp strcmpi
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#endif
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#ifdef _PSP
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#include <malloc.h>
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#elif (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
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#undef stricmp
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#define stricmp(x,y) strcasecmp(x,y)
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#undef strnicmp
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#define strnicmp(x,y,n) strncasecmp(x,y,n)
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#endif
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#ifdef _WIN32_WCE
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#ifndef __GNUC__
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#define stricmp(x,y) _stricmp(x,y)
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#define strnicmp _strnicmp
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#endif
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#define strdup _strdup
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#define strupr _strupr
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#define strlwr _strlwr
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#endif
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#if defined (macintosh) //|| defined (__APPLE__) //skip all boolean/Boolean crap
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#define true 1
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#define false 0
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#define min(x,y) (((x)<(y)) ? (x) : (y))
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#define max(x,y) (((x)>(y)) ? (x) : (y))
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#ifdef macintosh
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#define stricmp strcmp
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#define strnicmp strncmp
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#endif
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#define boolean INT32
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#ifndef O_BINARY
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#define O_BINARY 0
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#endif
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#endif //macintosh
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#if defined (PC_DOS) || defined (_WIN32) || defined (_WII) || defined (_PSP) || defined (_arch_dreamcast) || defined (__HAIKU__) || defined(_NDS) || defined(_PS3)
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#define HAVE_DOSSTR_FUNCS
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#endif
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#ifndef HAVE_DOSSTR_FUNCS
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int strupr(char *n); // from dosstr.c
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int strlwr(char *n); // from dosstr.c
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#endif
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#include <stddef.h> // for size_t
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#ifndef __APPLE__
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size_t strlcat(char *dst, const char *src, size_t siz);
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size_t strlcpy(char *dst, const char *src, size_t siz);
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#endif
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// Macro for use with char foo[FOOSIZE+1] type buffers.
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// Never use this with a buffer that is a "char *" or passed
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// into the function as an argument.
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//
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// In those cases sizeof will return the size of the pointer,
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// not the number of bytes in the buffer.
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#define STRBUFCPY(dst,src) strlcpy(dst, src, sizeof dst)
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/* Boolean type definition */
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// \note __BYTEBOOL__ used to be set above if "macintosh" was defined,
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// if macintosh's version of boolean type isn't needed anymore, then isn't this macro pointless now?
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#ifndef __BYTEBOOL__
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#define __BYTEBOOL__
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//faB: clean that up !!
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#if defined( _MSC_VER) && (_MSC_VER >= 1800) // MSVC 2013 and forward
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#include "stdbool.h"
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#elif (defined (_WIN32) || (defined (_WIN32_WCE) && !defined (__GNUC__))) && !defined (_XBOX)
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#define false FALSE // use windows types
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#define true TRUE
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#define boolean BOOL
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#elif defined(_NDS)
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#define boolean bool
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#elif defined(_PS3) // defined(__GNUC__)?
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#include <stdbool.h> //_bool_true_false_are_defined?
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#define boolean bool
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#else
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typedef enum {false, true} boolean;
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#endif
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#endif // __BYTEBOOL__
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/* 7.18.2.1 Limits of exact-width integer types */
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#ifndef INT8_MIN
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#define INT8_MIN (-128)
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#endif
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#ifndef INT16_MIN
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#define INT16_MIN (-32768)
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#endif
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#ifndef INT32_MIN
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#define INT32_MIN (-2147483647 - 1)
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#endif
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#ifndef INT64_MIN
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#define INT64_MIN (-9223372036854775807LL - 1)
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#endif
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#ifndef INT8_MAX
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#define INT8_MAX 127
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#endif
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#ifndef INT16_MAX
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#define INT16_MAX 32767
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#endif
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#ifndef INT32_MAX
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#define INT32_MAX 2147483647
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#endif
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#ifndef INT64_MAX
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#define INT64_MAX 9223372036854775807LL
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#endif
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#ifndef UINT8_MAX
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#define UINT8_MAX 0xff /* 255U */
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#endif
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#ifndef UINT16_MAX
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#define UINT16_MAX 0xffff /* 65535U */
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#endif
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#ifndef UINT32_MAX
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#define UINT32_MAX 0xffffffff /* 4294967295U */
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#endif
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#ifndef UINT64_MAX
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#define UINT64_MAX 0xffffffffffffffffULL /* 18446744073709551615ULL */
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#endif
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/* Compiler-specific attributes and other macros */
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#ifdef __GNUC__ // __attribute__ ((X))
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#define FUNCNORETURN __attribute__ ((noreturn))
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#if ((__GNUC__ > 4) || (__GNUC__ == 4 && __GNUC_MINOR__ >= 1)) && defined (__MINGW32__) // MinGW, >= GCC 4.1
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#include "inttypes.h"
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#if 0 //defined (__USE_MINGW_ANSI_STDIO) && __USE_MINGW_ANSI_STDIO > 0
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#define FUNCPRINTF __attribute__ ((format(gnu_printf, 1, 2)))
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#define FUNCDEBUG __attribute__ ((format(gnu_printf, 2, 3)))
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#define FUNCIERROR __attribute__ ((format(gnu_printf, 1, 2),noreturn))
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#elif (__GNUC__ > 4) || (__GNUC__ == 4 && __GNUC_MINOR__ >= 4) // >= GCC 4.4
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#define FUNCPRINTF __attribute__ ((format(ms_printf, 1, 2)))
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#define FUNCDEBUG __attribute__ ((format(ms_printf, 2, 3)))
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#define FUNCIERROR __attribute__ ((format(ms_printf, 1, 2),noreturn))
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#else
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#define FUNCPRINTF __attribute__ ((format(printf, 1, 2)))
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#define FUNCDEBUG __attribute__ ((format(printf, 2, 3)))
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#define FUNCIERROR __attribute__ ((format(printf, 1, 2),noreturn))
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#endif
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#else
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#define FUNCPRINTF __attribute__ ((format(printf, 1, 2)))
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#define FUNCDEBUG __attribute__ ((format(printf, 2, 3)))
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#define FUNCIERROR __attribute__ ((format(printf, 1, 2),noreturn))
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#endif
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#ifndef FUNCIERROR
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#define FUNCIERROR __attribute__ ((noreturn))
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#endif
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#define FUNCMATH __attribute__((const))
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#if (__GNUC__ > 3) || (__GNUC__ == 3 && __GNUC_MINOR__ >= 1) // >= GCC 3.1
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#define FUNCDEAD __attribute__ ((deprecated))
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#define FUNCINLINE __attribute__((always_inline))
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#define FUNCNONNULL __attribute__((nonnull))
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#endif
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#define FUNCNOINLINE __attribute__((noinline))
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#if (__GNUC__ > 4) || (__GNUC__ == 4 && __GNUC_MINOR__ >= 4) // >= GCC 4.4
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#ifdef __i386__ // i386 only
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#define FUNCTARGET(X) __attribute__ ((__target__ (X)))
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#endif
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#endif
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#if defined (__MINGW32__) && ((__GNUC__ > 3) || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4)) // MinGW, >= GCC 3.4
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#define ATTRPACK __attribute__((packed, gcc_struct))
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#else
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#define ATTRPACK __attribute__((packed))
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#endif
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#define ATTRUNUSED __attribute__((unused))
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// Xbox-only macros
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#ifdef _XBOX
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#define FILESTAMP I_OutputMsg("%s:%d\n",__FILE__,__LINE__);
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#define XBOXSTATIC static
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#endif
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#elif defined (_MSC_VER)
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#define ATTRNORETURN __declspec(noreturn)
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#define ATTRINLINE __forceinline
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#if _MSC_VER > 1200 // >= MSVC 6.0
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#define ATTRNOINLINE __declspec(noinline)
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#endif
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#endif
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#ifndef FUNCPRINTF
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#define FUNCPRINTF
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#endif
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#ifndef FUNCDEBUG
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#define FUNCDEBUG
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#endif
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#ifndef FUNCNORETURN
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#define FUNCNORETURN
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#endif
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#ifndef FUNCIERROR
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#define FUNCIERROR
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#endif
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#ifndef FUNCMATH
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#define FUNCMATH
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#endif
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#ifndef FUNCDEAD
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#define FUNCDEAD
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#endif
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#ifndef FUNCINLINE
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#define FUNCINLINE
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#endif
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#ifndef FUNCNONNULL
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#define FUNCNONNULL
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#endif
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#ifndef FUNCNOINLINE
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#define FUNCNOINLINE
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#endif
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#ifndef FUNCTARGET
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#define FUNCTARGET(x)
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#endif
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#ifndef ATTRPACK
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#define ATTRPACK
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#endif
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#ifndef ATTRUNUSED
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#define ATTRUNUSED
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#endif
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#ifndef ATTRNORETURN
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#define ATTRNORETURN
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#endif
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#ifndef ATTRINLINE
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#define ATTRINLINE inline
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#endif
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#ifndef ATTRNOINLINE
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#define ATTRNOINLINE
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#endif
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#ifndef XBOXSTATIC
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#define XBOXSTATIC
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#endif
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#ifndef FILESTAMP
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#define FILESTAMP
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#endif
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/* Miscellaneous types that don't fit anywhere else (Can this be changed?) */
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typedef struct
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{
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UINT8 red;
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UINT8 green;
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UINT8 blue;
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UINT8 alpha;
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} byteColor_t;
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union FColorRGBA
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{
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UINT32 rgba;
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byteColor_t s;
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} ATTRPACK;
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typedef union FColorRGBA RGBA_t;
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typedef enum
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{
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postimg_none,
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postimg_water,
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postimg_motion,
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postimg_flip,
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postimg_heat,
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postimg_mirror
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} postimg_t;
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typedef UINT32 lumpnum_t; // 16 : 16 unsigned long (wad num: lump num)
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#define LUMPERROR UINT32_MAX
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typedef UINT32 tic_t;
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#define INFTICS UINT32_MAX
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#include "endian.h" // This is needed to make sure the below macro acts correctly in big endian builds
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#ifdef SRB2_BIG_ENDIAN
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#define UINT2RGBA(a) a
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#else
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#define UINT2RGBA(a) (UINT32)((a&0xff)<<24)|((a&0xff00)<<8)|((a&0xff0000)>>8)|(((UINT32)a&0xff000000)>>24)
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#endif
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typedef UINT64 precise_t;
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#endif //__DOOMTYPE__
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