Homogenize mobj interpolations

This commit is contained in:
Eidolon 2022-04-12 18:39:11 -05:00
parent 6dd27af26e
commit ac2510f284
4 changed files with 152 additions and 125 deletions

View file

@ -24,6 +24,7 @@
#include "../v_video.h"
#include "../p_local.h"
#include "../p_setup.h"
#include "../r_fps.h"
#include "../r_local.h"
#include "../r_patch.h"
#include "../r_picformats.h"
@ -3645,16 +3646,15 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
pslope_t *groundslope;
// uncapped/interpolation
fixed_t interpx;
fixed_t interpy;
interpx = thing->x;
interpy = thing->y;
interpmobjstate_t interp = {0};
if (cv_frameinterpolation.value == 1 && !paused)
{
interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
R_InterpolateMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
groundz = R_GetShadowZ(thing, &groundslope);
@ -3677,7 +3677,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
return;
}
floordiff = abs((flip < 0 ? thing->height : 0) + thing->z - groundz);
floordiff = abs((flip < 0 ? thing->height : 0) + interp.z - groundz);
alpha = floordiff / (4*FRACUNIT) + 75;
if (alpha >= 255) return;
@ -3691,8 +3691,8 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height);
fscale = FIXED_TO_FLOAT(scalemul);
fx = FIXED_TO_FLOAT(interpx);
fy = FIXED_TO_FLOAT(interpy);
fx = FIXED_TO_FLOAT(interp.x);
fy = FIXED_TO_FLOAT(interp.y);
// 3--2
// | /|
@ -5065,10 +5065,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
#endif
// uncapped/interpolation
fixed_t interpx;
fixed_t interpy;
fixed_t interpz;
angle_t interpangle;
interpmobjstate_t interp = {0};
if (!thing)
return;
@ -5091,17 +5088,14 @@ static void HWR_ProjectSprite(mobj_t *thing)
dispoffset = thing->info->dispoffset;
interpx = thing->x;
interpy = thing->y;
interpz = thing->z;
interpangle = mobjangle;
if (cv_frameinterpolation.value == 1 && !paused)
{
interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
interpz = thing->old_z + FixedMul(rendertimefrac, thing->z - thing->old_z);
interpangle = mobjangle;
R_InterpolateMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
this_scale = FIXED_TO_FLOAT(thing->scale);
@ -5109,8 +5103,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
spriteyscale = FIXED_TO_FLOAT(thing->spriteyscale);
// transform the origin point
tr_x = FIXED_TO_FLOAT(interpx) - gl_viewx;
tr_y = FIXED_TO_FLOAT(interpy) - gl_viewy;
tr_x = FIXED_TO_FLOAT(interp.x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(interp.y) - gl_viewy;
// rotation around vertical axis
tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
@ -5133,8 +5127,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
}
// The above can stay as it works for cutting sprites that are too close
tr_x = FIXED_TO_FLOAT(interpx);
tr_y = FIXED_TO_FLOAT(interpy);
tr_x = FIXED_TO_FLOAT(interp.x);
tr_y = FIXED_TO_FLOAT(interp.y);
// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
@ -5182,7 +5176,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
I_Error("sprframes NULL for sprite %d\n", thing->sprite);
#endif
ang = R_PointToAngle (interpx, interpy) - interpangle;
ang = R_PointToAngle (interp.x, interp.y) - interp.angle;
if (mirrored)
ang = InvAngle(ang);
@ -5328,12 +5322,12 @@ static void HWR_ProjectSprite(mobj_t *thing)
if (vflip)
{
gz = FIXED_TO_FLOAT(interpz + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gz = FIXED_TO_FLOAT(interp.z + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale);
}
else
{
gzt = FIXED_TO_FLOAT(interpz) + (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gzt = FIXED_TO_FLOAT(interp.z) + (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gz = gzt - (FIXED_TO_FLOAT(spr_height) * this_yscale);
}
@ -5352,7 +5346,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
{
float top = gzt;
float bottom = FIXED_TO_FLOAT(thing->z);
float bottom = FIXED_TO_FLOAT(interp.z);
if (R_ThingIsFloorSprite(thing))
top = bottom;
@ -5505,21 +5499,21 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
}
// uncapped/interpolation
fixed_t interpx = thing->x;
fixed_t interpy = thing->y;
fixed_t interpz = thing->z;
interpmobjstate_t interp = {0};
// do interpolation
if (cv_frameinterpolation.value == 1 && !paused)
{
interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
interpz = thing->old_z + FixedMul(rendertimefrac, thing->z - thing->old_z);
R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolatePrecipMobjState(thing, FRACUNIT, &interp);
}
// transform the origin point
tr_x = FIXED_TO_FLOAT(interpx) - gl_viewx;
tr_y = FIXED_TO_FLOAT(interpy) - gl_viewy;
tr_x = FIXED_TO_FLOAT(interp.x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(interp.y) - gl_viewy;
// rotation around vertical axis
tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
@ -5528,8 +5522,8 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
if (tz < ZCLIP_PLANE)
return;
tr_x = FIXED_TO_FLOAT(interpx);
tr_y = FIXED_TO_FLOAT(interpy);
tr_x = FIXED_TO_FLOAT(interp.x);
tr_y = FIXED_TO_FLOAT(interp.y);
// decide which patch to use for sprite relative to player
if ((unsigned)thing->sprite >= numsprites)
@ -5591,7 +5585,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
vis->colormap = NULL;
// set top/bottom coords
vis->gzt = FIXED_TO_FLOAT(interpz + spritecachedinfo[lumpoff].topoffset);
vis->gzt = FIXED_TO_FLOAT(interp.z + spritecachedinfo[lumpoff].topoffset);
vis->gz = vis->gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height);
vis->precip = true;

View file

@ -42,12 +42,12 @@ enum viewcontext_e viewcontext = VIEWCONTEXT_PLAYER1;
static fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac)
{
return FixedMul(frac, to - from);
return from + FixedMul(frac, to - from);
}
static angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac)
{
return FixedMul(frac, to - from);
return from + FixedMul(frac, to - from);
}
// recalc necessary stuff for mouseaiming
@ -101,12 +101,12 @@ void R_InterpolateView(fixed_t frac)
prevview = newview;
}
viewx = prevview->x + R_LerpFixed(prevview->x, newview->x, frac);
viewy = prevview->y + R_LerpFixed(prevview->y, newview->y, frac);
viewz = prevview->z + R_LerpFixed(prevview->z, newview->z, frac);
viewx = R_LerpFixed(prevview->x, newview->x, frac);
viewy = R_LerpFixed(prevview->y, newview->y, frac);
viewz = R_LerpFixed(prevview->z, newview->z, frac);
viewangle = prevview->angle + R_LerpAngle(prevview->angle, newview->angle, frac);
aimingangle = prevview->aim + R_LerpAngle(prevview->aim, newview->aim, frac);
viewangle = R_LerpAngle(prevview->angle, newview->angle, frac);
aimingangle = R_LerpAngle(prevview->aim, newview->aim, frac);
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
@ -170,3 +170,27 @@ void R_SetViewContext(enum viewcontext_e _viewcontext)
break;
}
}
void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
{
out->x = R_LerpFixed(mobj->old_x, mobj->x, frac);
out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
if (mobj->player)
{
out->angle = mobj->player->drawangle;
}
else
{
out->angle = mobj->angle;
}
}
void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
{
out->x = R_LerpFixed(mobj->old_x, mobj->x, frac);
out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
out->angle = mobj->angle;
}

View file

@ -44,6 +44,13 @@ typedef struct {
extern viewvars_t *newview;
typedef struct {
fixed_t x;
fixed_t y;
fixed_t z;
angle_t angle;
} interpmobjstate_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.
@ -52,5 +59,9 @@ void R_UpdateViewInterpolation(void);
void R_ResetViewInterpolation(void);
// Set the current view context (the viewvars pointed to by newview)
void R_SetViewContext(enum viewcontext_e _viewcontext);
// 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);
#endif

View file

@ -23,6 +23,7 @@
#include "info.h" // spr2names
#include "i_video.h" // rendermode
#include "i_system.h"
#include "r_fps.h"
#include "r_things.h"
#include "r_patch.h"
#include "r_patchrotation.h"
@ -1142,22 +1143,18 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
ffloor_t *rover;
// for frame interpolation
fixed_t interpx;
fixed_t interpy;
fixed_t interpz;
interpx = thing->x;
interpy = thing->y;
interpz = thing->z;
interpmobjstate_t interp = {0};
if (cv_frameinterpolation.value == 1 && !paused)
{
interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
interpz = thing->old_z + FixedMul(rendertimefrac, thing->z - thing->old_z);
R_InterpolateMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
#define CHECKZ (isflipped ? z > interpz+thing->height/2 && z < groundz : z < interpz+thing->height/2 && z > groundz)
#define CHECKZ (isflipped ? z > interp.z+thing->height/2 && z < groundz : z < interp.z+thing->height/2 && z > groundz)
for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
{
@ -1168,7 +1165,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
if (sector->heightsec != -1)
z = isflipped ? sectors[sector->heightsec].ceilingheight : sectors[sector->heightsec].floorheight;
else
z = isflipped ? P_GetSectorCeilingZAt(sector, interpx, interpy) : P_GetSectorFloorZAt(sector, interpx, interpy);
z = isflipped ? P_GetSectorCeilingZAt(sector, interp.x, interp.y) : P_GetSectorFloorZAt(sector, interp.x, interp.y);
if CHECKZ
{
@ -1182,7 +1179,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES) || (rover->alpha < 90 && !(rover->flags & FF_SWIMMABLE)))
continue;
z = isflipped ? P_GetFFloorBottomZAt(rover, interpx, interpy) : P_GetFFloorTopZAt(rover, interpx, interpy);
z = isflipped ? P_GetFFloorBottomZAt(rover, interp.x, interp.y) : P_GetFFloorTopZAt(rover, interp.x, interp.y);
if CHECKZ
{
groundz = z;
@ -1275,18 +1272,18 @@ static void R_SkewShadowSprite(
angle_t sloperelang;
// for frame interpolation
fixed_t interpx;
fixed_t interpy;
interpx = thing->x;
interpy = thing->y;
interpmobjstate_t interp = {0};
if (cv_frameinterpolation.value == 1 && !paused)
{
interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
R_InterpolateMobjState(thing, rendertimefrac, &interp);
}
sloperelang = (R_PointToAngle(interpx, interpy) - groundslope->xydirection) >> ANGLETOFINESHIFT;
else
{
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
sloperelang = (R_PointToAngle(interp.x, interp.y) - groundslope->xydirection) >> ANGLETOFINESHIFT;
xslope = FixedMul(FINESINE(sloperelang), groundslope->zdelta);
zslope = FixedMul(FINECOSINE(sloperelang), groundslope->zdelta);
@ -1314,11 +1311,21 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
fixed_t groundz;
pslope_t *groundslope;
boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
interpmobjstate_t interp = {0};
groundz = R_GetShadowZ(thing, &groundslope);
if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
if (cv_frameinterpolation.value == 1 && !paused)
{
R_InterpolateMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
heightsec = thing->subsector->sector->heightsec;
if (viewplayer->mo && viewplayer->mo->subsector)
phs = viewplayer->mo->subsector->sector->heightsec;
@ -1337,7 +1344,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
return;
}
floordiff = abs((isflipped ? thing->height : 0) + thing->z - groundz);
floordiff = abs((isflipped ? thing->height : 0) + interp.z - groundz);
trans = floordiff / (100*FRACUNIT) + 3;
if (trans >= 9) return;
@ -1377,8 +1384,8 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
shadow->mobjflags = 0;
shadow->sortscale = vis->sortscale;
shadow->dispoffset = vis->dispoffset - 5;
shadow->gx = thing->x;
shadow->gy = thing->y;
shadow->gx = interp.x;
shadow->gy = interp.y;
shadow->gzt = (isflipped ? shadow->pzt : shadow->pz) + patch->height * shadowyscale / 2;
shadow->gz = shadow->gzt - patch->height * shadowyscale;
shadow->texturemid = FixedMul(thing->scale, FixedDiv(shadow->gzt - viewz, shadowyscale));
@ -1422,7 +1429,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
// R_GetPlaneLight won't work on sloped lights!
for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) {
fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], thing->x, thing->y);
fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], interp.x, interp.y);
if (h <= shadow->gzt) {
light = lightnum - 1;
break;
@ -1513,33 +1520,21 @@ static void R_ProjectSprite(mobj_t *thing)
#endif
// uncapped/interpolation
fixed_t interpx = thing->x;
fixed_t interpy = thing->y;
fixed_t interpz = thing->z;
angle_t interpangle = thing->angle;
// use player drawangle if player
if (thing->player) interpangle = thing->player->drawangle;
interpmobjstate_t interp = {0};
// do interpolation
if (cv_frameinterpolation.value == 1 && !paused)
{
interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
interpz = thing->old_z + FixedMul(rendertimefrac, thing->z - thing->old_z);
if (thing->player)
{
interpangle = thing->player->drawangle;
}
else
{
interpangle = thing->angle;
}
R_InterpolateMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
// transform the origin point
tr_x = interpx - viewx;
tr_y = interpy - viewy;
tr_x = interp.x - viewx;
tr_y = interp.y - viewy;
basetz = tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); // near/far distance
@ -1616,7 +1611,7 @@ static void R_ProjectSprite(mobj_t *thing)
if (sprframe->rotate != SRF_SINGLE || papersprite)
{
ang = R_PointToAngle (interpx, interpy) - interpangle;
ang = R_PointToAngle (interp.x, interp.y) - interp.angle;
if (mirrored)
ang = InvAngle(ang);
}
@ -1631,7 +1626,7 @@ static void R_ProjectSprite(mobj_t *thing)
else
{
// choose a different rotation based on player view
//ang = R_PointToAngle (interpx, interpy) - interpangle;
//ang = R_PointToAngle (interp.x, interp.y) - interpangle;
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
rot = 6; // F7 slot
@ -1850,15 +1845,18 @@ static void R_ProjectSprite(mobj_t *thing)
thing = thing->tracer;
if (cv_frameinterpolation.value == 1 && !paused)
{
interpx = thing->old_x + FixedMul(thing->x - thing->old_x, rendertimefrac);
interpy = thing->old_y + FixedMul(thing->y - thing->old_y, rendertimefrac);
R_InterpolateMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
if (! R_ThingVisible(thing))
return;
tr_x = (interpx + sort_x) - viewx;
tr_y = (interpy + sort_y) - viewy;
tr_x = (interp.x + sort_x) - viewx;
tr_y = (interp.y + sort_y) - viewy;
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
linkscale = FixedDiv(projectiony, tz);
@ -1873,8 +1871,8 @@ static void R_ProjectSprite(mobj_t *thing)
}
else if (splat)
{
tr_x = (thing->x + sort_x) - viewx;
tr_y = (thing->y + sort_y) - viewy;
tr_x = (interp.x + sort_x) - viewx;
tr_y = (interp.y + sort_y) - viewy;
sort_z = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
sortscale = FixedDiv(projectiony, sort_z);
}
@ -1882,8 +1880,8 @@ static void R_ProjectSprite(mobj_t *thing)
// Calculate the splat's sortscale
if (splat)
{
tr_x = (thing->x - sort_x) - viewx;
tr_y = (thing->y - sort_y) - viewy;
tr_x = (interp.x - sort_x) - viewx;
tr_y = (interp.y - sort_y) - viewy;
sort_z = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
sortsplat = FixedDiv(projectiony, sort_z);
}
@ -1894,7 +1892,7 @@ static void R_ProjectSprite(mobj_t *thing)
if (x2 < portalclipstart || x1 >= portalclipend)
return;
if (P_PointOnLineSide(interpx, interpy, portalclipline) != 0)
if (P_PointOnLineSide(interp.x, interp.y, portalclipline) != 0)
return;
}
@ -1968,7 +1966,7 @@ static void R_ProjectSprite(mobj_t *thing)
{
R_SkewShadowSprite(thing, thing->standingslope, groundz, patch->height, shadowscale, &spriteyscale, &sheartan);
gzt = (isflipped ? (thing->z + thing->height) : thing->z) + patch->height * spriteyscale / 2;
gzt = (isflipped ? (interp.z + thing->height) : interp.z) + patch->height * spriteyscale / 2;
gz = gzt - patch->height * spriteyscale;
cut |= SC_SHEAR;
@ -1983,12 +1981,12 @@ static void R_ProjectSprite(mobj_t *thing)
// When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned.
// sprite height - sprite topoffset is the proper inverse of the vertical offset, of course.
// remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes!
gz = interpz + oldthing->height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
gz = interp.z + oldthing->height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
gzt = gz + FixedMul(spr_height, FixedMul(spriteyscale, this_scale));
}
else
{
gzt = interpz + FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
gzt = interp.z + FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
gz = gzt - FixedMul(spr_height, FixedMul(spriteyscale, this_scale));
}
}
@ -2007,7 +2005,7 @@ static void R_ProjectSprite(mobj_t *thing)
// R_GetPlaneLight won't work on sloped lights!
for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) {
fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], interpx, interpy);
fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], interp.x, interp.y);
if (h <= top) {
light = lightnum - 1;
break;
@ -2033,7 +2031,7 @@ static void R_ProjectSprite(mobj_t *thing)
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
{
fixed_t top = gzt;
fixed_t bottom = thing->z;
fixed_t bottom = interp.z;
if (splat)
top = bottom;
@ -2057,12 +2055,12 @@ static void R_ProjectSprite(mobj_t *thing)
vis->sortscale = sortscale;
vis->sortsplat = sortsplat;
vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15
vis->gx = interpx;
vis->gy = interpy;
vis->gx = interp.x;
vis->gy = interp.y;
vis->gz = gz;
vis->gzt = gzt;
vis->thingheight = thing->height;
vis->pz = interpz;
vis->pz = interp.z;
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = FixedDiv(gzt - viewz, spriteyscale);
vis->scalestep = scalestep;
@ -2202,21 +2200,21 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
fixed_t gz, gzt;
// uncapped/interpolation
fixed_t interpx = thing->x;
fixed_t interpy = thing->y;
fixed_t interpz = thing->z;
interpmobjstate_t interp = {0};
// do interpolation
if (cv_frameinterpolation.value == 1 && !paused)
{
interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
interpz = thing->old_z + FixedMul(rendertimefrac, thing->z - thing->old_z);
R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolatePrecipMobjState(thing, FRACUNIT, &interp);
}
// transform the origin point
tr_x = interpx - viewx;
tr_y = interpy - viewy;
tr_x = interp.x - viewx;
tr_y = interp.y - viewy;
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); // near/far distance
@ -2280,13 +2278,13 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
if (x2 < portalclipstart || x1 >= portalclipend)
return;
if (P_PointOnLineSide(interpx, interpy, portalclipline) != 0)
if (P_PointOnLineSide(interp.x, interp.y, portalclipline) != 0)
return;
}
//SoM: 3/17/2000: Disregard sprites that are out of view..
gzt = interpz + spritecachedinfo[lump].topoffset;
gzt = interp.z + spritecachedinfo[lump].topoffset;
gz = gzt - spritecachedinfo[lump].height;
if (thing->subsector->sector->cullheight)
@ -2299,12 +2297,12 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
vis = R_NewVisSprite();
vis->scale = vis->sortscale = yscale; //<<detailshift;
vis->dispoffset = 0; // Monster Iestyn: 23/11/15
vis->gx = interpx;
vis->gy = interpy;
vis->gx = interp.x;
vis->gy = interp.y;
vis->gz = gz;
vis->gzt = gzt;
vis->thingheight = 4*FRACUNIT;
vis->pz = interpz;
vis->pz = interp.z;
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = vis->gzt - viewz;
vis->scalestep = 0;