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Homogenize mobj interpolations
This commit is contained in:
parent
6dd27af26e
commit
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4 changed files with 152 additions and 125 deletions
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@ -24,6 +24,7 @@
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#include "../v_video.h"
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#include "../p_local.h"
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#include "../p_setup.h"
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#include "../r_fps.h"
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#include "../r_local.h"
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#include "../r_patch.h"
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#include "../r_picformats.h"
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@ -3645,16 +3646,15 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
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pslope_t *groundslope;
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// uncapped/interpolation
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fixed_t interpx;
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fixed_t interpy;
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interpx = thing->x;
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interpy = thing->y;
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interpmobjstate_t interp = {0};
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if (cv_frameinterpolation.value == 1 && !paused)
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{
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interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
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interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
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R_InterpolateMobjState(thing, rendertimefrac, &interp);
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}
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else
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{
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R_InterpolateMobjState(thing, FRACUNIT, &interp);
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}
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groundz = R_GetShadowZ(thing, &groundslope);
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@ -3677,7 +3677,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
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return;
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}
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floordiff = abs((flip < 0 ? thing->height : 0) + thing->z - groundz);
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floordiff = abs((flip < 0 ? thing->height : 0) + interp.z - groundz);
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alpha = floordiff / (4*FRACUNIT) + 75;
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if (alpha >= 255) return;
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@ -3691,8 +3691,8 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
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scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height);
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fscale = FIXED_TO_FLOAT(scalemul);
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fx = FIXED_TO_FLOAT(interpx);
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fy = FIXED_TO_FLOAT(interpy);
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fx = FIXED_TO_FLOAT(interp.x);
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fy = FIXED_TO_FLOAT(interp.y);
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// 3--2
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// | /|
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@ -5065,10 +5065,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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#endif
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// uncapped/interpolation
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fixed_t interpx;
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fixed_t interpy;
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fixed_t interpz;
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angle_t interpangle;
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interpmobjstate_t interp = {0};
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if (!thing)
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return;
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@ -5091,17 +5088,14 @@ static void HWR_ProjectSprite(mobj_t *thing)
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dispoffset = thing->info->dispoffset;
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interpx = thing->x;
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interpy = thing->y;
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interpz = thing->z;
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interpangle = mobjangle;
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if (cv_frameinterpolation.value == 1 && !paused)
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{
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interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
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interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
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interpz = thing->old_z + FixedMul(rendertimefrac, thing->z - thing->old_z);
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interpangle = mobjangle;
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R_InterpolateMobjState(thing, rendertimefrac, &interp);
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}
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else
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{
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R_InterpolateMobjState(thing, FRACUNIT, &interp);
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}
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this_scale = FIXED_TO_FLOAT(thing->scale);
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@ -5109,8 +5103,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
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spriteyscale = FIXED_TO_FLOAT(thing->spriteyscale);
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// transform the origin point
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tr_x = FIXED_TO_FLOAT(interpx) - gl_viewx;
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tr_y = FIXED_TO_FLOAT(interpy) - gl_viewy;
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tr_x = FIXED_TO_FLOAT(interp.x) - gl_viewx;
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tr_y = FIXED_TO_FLOAT(interp.y) - gl_viewy;
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// rotation around vertical axis
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tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
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@ -5133,8 +5127,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
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}
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// The above can stay as it works for cutting sprites that are too close
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tr_x = FIXED_TO_FLOAT(interpx);
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tr_y = FIXED_TO_FLOAT(interpy);
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tr_x = FIXED_TO_FLOAT(interp.x);
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tr_y = FIXED_TO_FLOAT(interp.y);
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// decide which patch to use for sprite relative to player
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#ifdef RANGECHECK
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@ -5182,7 +5176,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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I_Error("sprframes NULL for sprite %d\n", thing->sprite);
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#endif
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ang = R_PointToAngle (interpx, interpy) - interpangle;
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ang = R_PointToAngle (interp.x, interp.y) - interp.angle;
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if (mirrored)
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ang = InvAngle(ang);
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@ -5328,12 +5322,12 @@ static void HWR_ProjectSprite(mobj_t *thing)
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if (vflip)
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{
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gz = FIXED_TO_FLOAT(interpz + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
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gz = FIXED_TO_FLOAT(interp.z + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
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gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale);
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}
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else
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{
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gzt = FIXED_TO_FLOAT(interpz) + (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
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gzt = FIXED_TO_FLOAT(interp.z) + (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
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gz = gzt - (FIXED_TO_FLOAT(spr_height) * this_yscale);
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}
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@ -5352,7 +5346,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
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{
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float top = gzt;
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float bottom = FIXED_TO_FLOAT(thing->z);
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float bottom = FIXED_TO_FLOAT(interp.z);
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if (R_ThingIsFloorSprite(thing))
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top = bottom;
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@ -5505,21 +5499,21 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
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}
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// uncapped/interpolation
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fixed_t interpx = thing->x;
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fixed_t interpy = thing->y;
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fixed_t interpz = thing->z;
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interpmobjstate_t interp = {0};
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// do interpolation
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if (cv_frameinterpolation.value == 1 && !paused)
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{
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interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
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interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
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interpz = thing->old_z + FixedMul(rendertimefrac, thing->z - thing->old_z);
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R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp);
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}
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else
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{
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R_InterpolatePrecipMobjState(thing, FRACUNIT, &interp);
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}
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// transform the origin point
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tr_x = FIXED_TO_FLOAT(interpx) - gl_viewx;
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tr_y = FIXED_TO_FLOAT(interpy) - gl_viewy;
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tr_x = FIXED_TO_FLOAT(interp.x) - gl_viewx;
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tr_y = FIXED_TO_FLOAT(interp.y) - gl_viewy;
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// rotation around vertical axis
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tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
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@ -5528,8 +5522,8 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
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if (tz < ZCLIP_PLANE)
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return;
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tr_x = FIXED_TO_FLOAT(interpx);
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tr_y = FIXED_TO_FLOAT(interpy);
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tr_x = FIXED_TO_FLOAT(interp.x);
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tr_y = FIXED_TO_FLOAT(interp.y);
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// decide which patch to use for sprite relative to player
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if ((unsigned)thing->sprite >= numsprites)
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@ -5591,7 +5585,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
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vis->colormap = NULL;
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// set top/bottom coords
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vis->gzt = FIXED_TO_FLOAT(interpz + spritecachedinfo[lumpoff].topoffset);
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vis->gzt = FIXED_TO_FLOAT(interp.z + spritecachedinfo[lumpoff].topoffset);
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vis->gz = vis->gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height);
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vis->precip = true;
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38
src/r_fps.c
38
src/r_fps.c
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@ -42,12 +42,12 @@ enum viewcontext_e viewcontext = VIEWCONTEXT_PLAYER1;
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static fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac)
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{
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return FixedMul(frac, to - from);
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return from + FixedMul(frac, to - from);
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}
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static angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac)
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{
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return FixedMul(frac, to - from);
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return from + FixedMul(frac, to - from);
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}
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// recalc necessary stuff for mouseaiming
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@ -101,12 +101,12 @@ void R_InterpolateView(fixed_t frac)
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prevview = newview;
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}
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viewx = prevview->x + R_LerpFixed(prevview->x, newview->x, frac);
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viewy = prevview->y + R_LerpFixed(prevview->y, newview->y, frac);
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viewz = prevview->z + R_LerpFixed(prevview->z, newview->z, frac);
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viewx = R_LerpFixed(prevview->x, newview->x, frac);
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viewy = R_LerpFixed(prevview->y, newview->y, frac);
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viewz = R_LerpFixed(prevview->z, newview->z, frac);
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viewangle = prevview->angle + R_LerpAngle(prevview->angle, newview->angle, frac);
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aimingangle = prevview->aim + R_LerpAngle(prevview->aim, newview->aim, frac);
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viewangle = R_LerpAngle(prevview->angle, newview->angle, frac);
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aimingangle = R_LerpAngle(prevview->aim, newview->aim, frac);
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viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
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viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
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@ -170,3 +170,27 @@ void R_SetViewContext(enum viewcontext_e _viewcontext)
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break;
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}
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}
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void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
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{
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out->x = R_LerpFixed(mobj->old_x, mobj->x, frac);
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out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
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out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
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if (mobj->player)
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{
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out->angle = mobj->player->drawangle;
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}
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else
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{
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out->angle = mobj->angle;
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}
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}
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void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
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{
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out->x = R_LerpFixed(mobj->old_x, mobj->x, frac);
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out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
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out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
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out->angle = mobj->angle;
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}
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11
src/r_fps.h
11
src/r_fps.h
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@ -44,6 +44,13 @@ typedef struct {
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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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angle_t angle;
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} interpmobjstate_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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@ -52,5 +59,9 @@ void R_UpdateViewInterpolation(void);
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void R_ResetViewInterpolation(void);
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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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// 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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#endif
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152
src/r_things.c
152
src/r_things.c
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@ -23,6 +23,7 @@
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#include "info.h" // spr2names
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#include "i_video.h" // rendermode
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#include "i_system.h"
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#include "r_fps.h"
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#include "r_things.h"
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#include "r_patch.h"
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#include "r_patchrotation.h"
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@ -1142,22 +1143,18 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
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ffloor_t *rover;
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// for frame interpolation
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fixed_t interpx;
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fixed_t interpy;
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fixed_t interpz;
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interpx = thing->x;
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interpy = thing->y;
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interpz = thing->z;
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interpmobjstate_t interp = {0};
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if (cv_frameinterpolation.value == 1 && !paused)
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{
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interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
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interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
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interpz = thing->old_z + FixedMul(rendertimefrac, thing->z - thing->old_z);
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R_InterpolateMobjState(thing, rendertimefrac, &interp);
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}
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else
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{
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R_InterpolateMobjState(thing, FRACUNIT, &interp);
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}
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#define CHECKZ (isflipped ? z > interpz+thing->height/2 && z < groundz : z < interpz+thing->height/2 && z > groundz)
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#define CHECKZ (isflipped ? z > interp.z+thing->height/2 && z < groundz : z < interp.z+thing->height/2 && z > groundz)
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for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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@ -1168,7 +1165,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
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if (sector->heightsec != -1)
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z = isflipped ? sectors[sector->heightsec].ceilingheight : sectors[sector->heightsec].floorheight;
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else
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z = isflipped ? P_GetSectorCeilingZAt(sector, interpx, interpy) : P_GetSectorFloorZAt(sector, interpx, interpy);
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z = isflipped ? P_GetSectorCeilingZAt(sector, interp.x, interp.y) : P_GetSectorFloorZAt(sector, interp.x, interp.y);
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if CHECKZ
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{
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@ -1182,7 +1179,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES) || (rover->alpha < 90 && !(rover->flags & FF_SWIMMABLE)))
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continue;
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z = isflipped ? P_GetFFloorBottomZAt(rover, interpx, interpy) : P_GetFFloorTopZAt(rover, interpx, interpy);
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z = isflipped ? P_GetFFloorBottomZAt(rover, interp.x, interp.y) : P_GetFFloorTopZAt(rover, interp.x, interp.y);
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if CHECKZ
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{
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groundz = z;
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@ -1275,18 +1272,18 @@ static void R_SkewShadowSprite(
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angle_t sloperelang;
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// for frame interpolation
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fixed_t interpx;
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fixed_t interpy;
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interpx = thing->x;
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interpy = thing->y;
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interpmobjstate_t interp = {0};
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if (cv_frameinterpolation.value == 1 && !paused)
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{
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interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x);
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interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y);
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R_InterpolateMobjState(thing, rendertimefrac, &interp);
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}
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sloperelang = (R_PointToAngle(interpx, interpy) - groundslope->xydirection) >> ANGLETOFINESHIFT;
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else
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{
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R_InterpolateMobjState(thing, FRACUNIT, &interp);
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}
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sloperelang = (R_PointToAngle(interp.x, interp.y) - groundslope->xydirection) >> ANGLETOFINESHIFT;
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xslope = FixedMul(FINESINE(sloperelang), groundslope->zdelta);
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zslope = FixedMul(FINECOSINE(sloperelang), groundslope->zdelta);
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@ -1314,11 +1311,21 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
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fixed_t groundz;
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pslope_t *groundslope;
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boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
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interpmobjstate_t interp = {0};
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groundz = R_GetShadowZ(thing, &groundslope);
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if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
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if (cv_frameinterpolation.value == 1 && !paused)
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{
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R_InterpolateMobjState(thing, rendertimefrac, &interp);
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}
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else
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{
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R_InterpolateMobjState(thing, FRACUNIT, &interp);
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}
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heightsec = thing->subsector->sector->heightsec;
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if (viewplayer->mo && viewplayer->mo->subsector)
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phs = viewplayer->mo->subsector->sector->heightsec;
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@ -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;
|
||||
|
|
Loading…
Reference in a new issue