Implement interpolation at the renderer level

Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.
This commit is contained in:
Eidolon 2019-10-06 17:40:52 -05:00
parent d9799540c6
commit b625076c87
20 changed files with 537 additions and 143 deletions

View file

@ -156,7 +156,7 @@ ifdef DEBUGMODE
ifdef GCC48
opts+=-Og
else
opts+=O0
opts+=-O0
endif
endif

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@ -55,6 +55,7 @@ tables.c
r_bsp.c
r_data.c
r_draw.c
r_fps.c
r_main.c
r_plane.c
r_segs.c

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@ -88,6 +88,12 @@ tic_t I_GetTime(void)
return (since_start*TICRATE)/1000000;
}
fixed_t I_GetTimeFrac(void)
{
//stub
return 0;
}
void I_Sleep(void){}
void I_GetEvent(void){}

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@ -5270,6 +5270,7 @@ void TryRunTics(tic_t realtics)
boolean update_stats = !(paused || P_AutoPause());
DEBFILE(va("============ Running tic %d (local %d)\n", gametic, localgametic));
prev_tics = I_GetTime();
if (update_stats)
PS_START_TIMING(ps_tictime);

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@ -64,6 +64,7 @@
#include "deh_tables.h" // Dehacked list test
#include "m_cond.h" // condition initialization
#include "fastcmp.h"
#include "r_fps.h" // Frame interpolation/uncapped
#include "keys.h"
#include "filesrch.h" // refreshdirmenu
#include "g_input.h" // tutorial mode control scheming
@ -147,6 +148,7 @@ event_t events[MAXEVENTS];
INT32 eventhead, eventtail;
boolean dedicated = false;
boolean tic_happened = false; // Frame interpolation/uncapped
//
// D_PostEvent
@ -764,7 +766,7 @@ void D_SRB2Loop(void)
debugload--;
#endif
if (!realtics && !singletics)
if (!realtics && !singletics && cv_frameinterpolation.value != 1)
{
I_Sleep();
continue;
@ -780,15 +782,27 @@ void D_SRB2Loop(void)
realtics = 1;
// process tics (but maybe not if realtic == 0)
tic_happened = realtics ? true : false;
TryRunTics(realtics);
if (cv_frameinterpolation.value == 1)
rendertimefrac = I_GetTimeFrac();
else
rendertimefrac = FRACUNIT;
if (cv_frameinterpolation.value == 1)
{
D_Display();
}
if (lastdraw || singletics || gametic > rendergametic)
{
rendergametic = gametic;
rendertimeout = entertic+TICRATE/17;
// Update display, next frame, with current state.
D_Display();
// (Only display if not already done for frame interp)
cv_frameinterpolation.value == 0 ? D_Display() : 0;
if (moviemode)
M_SaveFrame();
@ -805,7 +819,8 @@ void D_SRB2Loop(void)
if (camera.chase)
P_MoveChaseCamera(&players[displayplayer], &camera, false);
}
D_Display();
// (Only display if not already done for frame interp)
cv_frameinterpolation.value == 0 ? D_Display() : 0;
if (moviemode)
M_SaveFrame();

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@ -26,6 +26,7 @@ extern char srb2home[256]; //Alam: My Home
extern boolean usehome; //Alam: which path?
extern const char *pandf; //Alam: how to path?
extern char srb2path[256]; //Alam: SRB2's Home
extern boolean tic_happened; // Frame interpolation/uncapped
// the infinite loop of D_SRB2Loop() called from win_main for windows version
void D_SRB2Loop(void) FUNCNORETURN;

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@ -16,7 +16,7 @@ tic_t I_GetTime(void)
return 0;
}
int I_GetTimeMicros(void)
fixed_t I_GetTimeFrac(void)
{
return 0;
}

View file

@ -46,6 +46,7 @@
#include "b_bot.h"
#include "m_cond.h" // condition sets
#include "lua_script.h"
#include "r_fps.h" // frame interpolation/uncapped
#include "lua_hud.h"
@ -2362,6 +2363,8 @@ void G_Ticker(boolean run)
F_TextPromptTicker();
AM_Ticker();
HU_Ticker();
R_UpdateViewInterpolation();
break;
case GS_INTERMISSION:
@ -2414,7 +2417,12 @@ void G_Ticker(boolean run)
break;
case GS_TITLESCREEN:
if (titlemapinaction) P_Ticker(run); // then intentionally fall through
if (titlemapinaction)
{
P_Ticker(run);
R_UpdateViewInterpolation();
// then intentionally fall through
}
/* FALLTHRU */
case GS_WAITINGPLAYERS:
F_MenuPresTicker(run);

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@ -38,6 +38,7 @@
#include "../m_cheat.h"
#include "../f_finale.h"
#include "../r_things.h" // R_GetShadowZ
#include "../d_main.h"
#include "../p_slopes.h"
#include "hw_md2.h"
@ -5050,6 +5051,12 @@ static void HWR_ProjectSprite(mobj_t *thing)
INT32 rollangle = 0;
#endif
// uncapped/interpolation
fixed_t interpx;
fixed_t interpy;
fixed_t interpz;
angle_t interpangle;
if (!thing)
return;
@ -5071,13 +5078,26 @@ 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;
}
this_scale = FIXED_TO_FLOAT(thing->scale);
spritexscale = FIXED_TO_FLOAT(thing->spritexscale);
spriteyscale = FIXED_TO_FLOAT(thing->spriteyscale);
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy;
tr_x = FIXED_TO_FLOAT(interpx) - gl_viewx;
tr_y = FIXED_TO_FLOAT(interpy) - gl_viewy;
// rotation around vertical axis
tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
@ -5100,8 +5120,8 @@ 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(thing->x);
tr_y = FIXED_TO_FLOAT(thing->y);
tr_x = FIXED_TO_FLOAT(interpx);
tr_y = FIXED_TO_FLOAT(interpy);
// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
@ -5149,7 +5169,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
I_Error("sprframes NULL for sprite %d\n", thing->sprite);
#endif
ang = R_PointToAngle (thing->x, thing->y) - mobjangle;
ang = R_PointToAngle (interpx, interpy) - interpangle;
if (mirrored)
ang = InvAngle(ang);
@ -5295,12 +5315,12 @@ static void HWR_ProjectSprite(mobj_t *thing)
if (vflip)
{
gz = FIXED_TO_FLOAT(thing->z + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gz = FIXED_TO_FLOAT(interpz + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale);
}
else
{
gzt = FIXED_TO_FLOAT(thing->z) + (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gzt = FIXED_TO_FLOAT(interpz) + (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gz = gzt - (FIXED_TO_FLOAT(spr_height) * this_yscale);
}
@ -5461,6 +5481,9 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
unsigned rot = 0;
UINT8 flip;
if (!thing)
return;
// Visibility check by the blend mode.
if (thing->frame & FF_TRANSMASK)
{
@ -5468,9 +5491,22 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
return;
}
// uncapped/interpolation
fixed_t interpx = thing->x;
fixed_t interpy = thing->y;
fixed_t interpz = thing->z;
// 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);
}
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy;
tr_x = FIXED_TO_FLOAT(interpx) - gl_viewx;
tr_y = FIXED_TO_FLOAT(interpy) - gl_viewy;
// rotation around vertical axis
tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
@ -5479,8 +5515,8 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
if (tz < ZCLIP_PLANE)
return;
tr_x = FIXED_TO_FLOAT(thing->x);
tr_y = FIXED_TO_FLOAT(thing->y);
tr_x = FIXED_TO_FLOAT(interpx);
tr_y = FIXED_TO_FLOAT(interpy);
// decide which patch to use for sprite relative to player
if ((unsigned)thing->sprite >= numsprites)
@ -5542,7 +5578,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
vis->colormap = NULL;
// set top/bottom coords
vis->gzt = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset);
vis->gzt = FIXED_TO_FLOAT(interpz + spritecachedinfo[lumpoff].topoffset);
vis->gz = vis->gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height);
vis->precip = true;
@ -6678,6 +6714,8 @@ void HWR_DoPostProcessor(player_t *player)
// 10 by 10 grid. 2 coordinates (xy)
float v[SCREENVERTS][SCREENVERTS][2];
static double disStart = 0;
static float last_fractime = 0;
UINT8 x, y;
INT32 WAVELENGTH;
INT32 AMPLITUDE;
@ -6709,6 +6747,16 @@ void HWR_DoPostProcessor(player_t *player)
HWD.pfnPostImgRedraw(v);
if (!(paused || P_AutoPause()))
disStart += 1;
fixed_t fractime = I_GetTimeFrac();
if (tic_happened)
{
disStart = disStart - last_fractime + 1 + FIXED_TO_FLOAT(fractime);
}
else
{
disStart = disStart - last_fractime + FIXED_TO_FLOAT(fractime);
}
last_fractime = fractime;
// Capture the screen again for screen waving on the intermission
if(gamestate != GS_INTERMISSION)

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@ -46,6 +46,10 @@ UINT32 I_GetFreeMem(UINT32 *total);
*/
tic_t I_GetTime(void);
/** \brief Get the current time as a fraction of a tic since the last tic.
*/
fixed_t I_GetTimeFrac(void);
/** \brief Returns precise time value for performance measurement.
*/
precise_t I_GetPreciseTime(void);

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@ -4027,6 +4027,11 @@ void P_NullPrecipThinker(precipmobj_t *mobj)
void P_SnowThinker(precipmobj_t *mobj)
{
// reset old state (for interpolation)
mobj->old_x = mobj->x;
mobj->old_y = mobj->y;
mobj->old_z = mobj->z;
P_CycleStateAnimation((mobj_t *)mobj);
// adjust height
@ -4036,6 +4041,11 @@ void P_SnowThinker(precipmobj_t *mobj)
void P_RainThinker(precipmobj_t *mobj)
{
// reset old state (for interpolation)
mobj->old_x = mobj->x;
mobj->old_y = mobj->y;
mobj->old_z = mobj->z;
P_CycleStateAnimation((mobj_t *)mobj);
if (mobj->state != &states[S_RAIN1])
@ -10032,6 +10042,11 @@ void P_MobjThinker(mobj_t *mobj)
I_Assert(mobj != NULL);
I_Assert(!P_MobjWasRemoved(mobj));
// Set old position (for interpolation)
mobj->old_x = mobj->x;
mobj->old_y = mobj->y;
mobj->old_z = mobj->z;
if (mobj->flags & MF_NOTHINK)
return;
@ -10897,6 +10912,11 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
if (CheckForReverseGravity && !(mobj->flags & MF_NOBLOCKMAP))
P_CheckGravity(mobj, false);
// set old state too (for interpolation)
mobj->old_x = mobj->x;
mobj->old_y = mobj->y;
mobj->old_z = mobj->z;
return mobj;
}
@ -10944,6 +10964,11 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype
|| mobj->subsector->sector->floorpic == skyflatnum)
mobj->precipflags |= PCF_PIT;
// set initial old positions (for interpolation)
mobj->old_x = mobj->x;
mobj->old_y = mobj->y;
mobj->old_z = mobj->z;
return mobj;
}

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@ -281,6 +281,7 @@ typedef struct mobj_s
// Info for drawing: position.
fixed_t x, y, z;
fixed_t old_x, old_y, old_z; // position interpolation
// More list: links in sector (if needed)
struct mobj_s *snext;
@ -408,6 +409,7 @@ typedef struct precipmobj_s
// Info for drawing: position.
fixed_t x, y, z;
fixed_t old_x, old_y, old_z; // position interpolation
// More list: links in sector (if needed)
struct precipmobj_s *snext;

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@ -23,6 +23,7 @@
#include "lua_hook.h"
#include "m_perfstats.h"
#include "i_system.h" // I_GetPreciseTime
#include "r_fps.h"
// Object place
#include "m_cheat.h"

169
src/r_fps.c Normal file
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@ -0,0 +1,169 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2000 by Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze, Andrey Budko (prboom)
// Copyright (C) 1999-2019 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_fps.h
/// \brief Uncapped framerate stuff.
#include "r_fps.h"
#include "r_main.h"
#include "g_game.h"
#include "i_video.h"
#include "r_plane.h"
#include "p_spec.h"
#include "r_state.h"
#ifdef HWRENDER
#include "hardware/hw_main.h" // for cv_glshearing
#endif
static viewvars_t p1view_old;
static viewvars_t p1view_new;
static viewvars_t p2view_old;
static viewvars_t p2view_new;
static viewvars_t sky1view_old;
static viewvars_t sky1view_new;
static viewvars_t sky2view_old;
static viewvars_t sky2view_new;
static viewvars_t *oldview = &p1view_old;
viewvars_t *newview = &p1view_new;
enum viewcontext_e viewcontext = VIEWCONTEXT_PLAYER1;
// recalc necessary stuff for mouseaiming
// slopes are already calculated for the full possible view (which is 4*viewheight).
// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out)
static void R_SetupFreelook(player_t *player, boolean skybox)
{
#ifndef HWRENDER
(void)player;
(void)skybox;
#endif
// clip it in the case we are looking a hardware 90 degrees full aiming
// (lmps, network and use F12...)
if (rendermode == render_soft
#ifdef HWRENDER
|| (rendermode == render_opengl
&& (cv_glshearing.value == 1
|| (cv_glshearing.value == 2 && R_IsViewpointThirdPerson(player, skybox))))
#endif
)
{
G_SoftwareClipAimingPitch((INT32 *)&aimingangle);
}
centeryfrac = (viewheight/2)<<FRACBITS;
if (rendermode == render_soft)
centeryfrac += FixedMul(AIMINGTODY(aimingangle), FixedDiv(viewwidth<<FRACBITS, BASEVIDWIDTH<<FRACBITS));
centery = FixedInt(FixedRound(centeryfrac));
if (rendermode == render_soft)
yslope = &yslopetab[viewheight*8 - centery];
}
#undef AIMINGTODY
void R_InterpolateView(fixed_t frac)
{
boolean skybox = 0;
if (FIXED_TO_FLOAT(frac) < 0)
frac = 0;
viewx = oldview->x + R_LerpFixed(oldview->x, newview->x, frac);
viewy = oldview->y + R_LerpFixed(oldview->y, newview->y, frac);
viewz = oldview->z + R_LerpFixed(oldview->z, newview->z, frac);
viewangle = oldview->angle + R_LerpAngle(oldview->angle, newview->angle, frac);
aimingangle = oldview->aim + R_LerpAngle(oldview->aim, newview->aim, frac);
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
// this is gonna create some interesting visual errors for long distance teleports...
// might want to recalculate the view sector every frame instead...
if (frac >= FRACUNIT)
{
viewplayer = newview->player;
viewsector = newview->sector;
}
else
{
viewplayer = oldview->player;
viewsector = oldview->sector;
}
// well, this ain't pretty
if (newview == &sky1view_new || newview == &sky2view_new)
{
skybox = 1;
}
R_SetupFreelook(newview->player, skybox);
}
void R_UpdateViewInterpolation(void)
{
p1view_old = p1view_new;
p2view_old = p2view_new;
sky1view_old = sky1view_new;
sky2view_old = sky2view_new;
}
void R_SetViewContext(enum viewcontext_e _viewcontext)
{
I_Assert(_viewcontext == VIEWCONTEXT_PLAYER1
|| _viewcontext == VIEWCONTEXT_PLAYER2
|| _viewcontext == VIEWCONTEXT_SKY1
|| _viewcontext == VIEWCONTEXT_SKY2);
viewcontext = _viewcontext;
switch (viewcontext)
{
case VIEWCONTEXT_PLAYER1:
oldview = &p1view_old;
newview = &p1view_new;
break;
case VIEWCONTEXT_PLAYER2:
oldview = &p2view_old;
newview = &p2view_new;
break;
case VIEWCONTEXT_SKY1:
oldview = &sky1view_old;
newview = &sky1view_new;
break;
case VIEWCONTEXT_SKY2:
oldview = &sky2view_old;
newview = &sky2view_new;
break;
default:
I_Error("viewcontext value is invalid: we should never get here without an assert!!");
break;
}
}
fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac)
{
return FixedMul(frac, to - from);
}
INT32 R_LerpInt32(INT32 from, INT32 to, fixed_t frac)
{
return FixedInt(FixedMul(frac, (to*FRACUNIT) - (from*FRACUNIT)));
}
angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac)
{
return FixedMul(frac, to - from);
}

59
src/r_fps.h Normal file
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@ -0,0 +1,59 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2000 by Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze, Andrey Budko (prboom)
// Copyright (C) 1999-2019 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_fps.h
/// \brief Uncapped framerate stuff.
#ifndef __R_FPS_H__
#define __R_FPS_H__
#include "m_fixed.h"
#include "p_local.h"
#include "r_state.h"
enum viewcontext_e
{
VIEWCONTEXT_PLAYER1 = 0,
VIEWCONTEXT_PLAYER2,
VIEWCONTEXT_SKY1,
VIEWCONTEXT_SKY2
};
typedef struct {
fixed_t x;
fixed_t y;
fixed_t z;
boolean sky;
sector_t *sector;
player_t *player;
angle_t angle;
angle_t aim;
fixed_t cos;
fixed_t sin;
mobj_t *mobj;
} viewvars_t;
extern viewvars_t *newview;
// 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.
void R_UpdateViewInterpolation(void);
// Set the current view context (the viewvars pointed to by newview)
void R_SetViewContext(enum viewcontext_e _viewcontext);
fixed_t R_LerpFixed(fixed_t from, fixed_t to, fixed_t frac);
INT32 R_LerpInt32(INT32 from, INT32 to, fixed_t frac);
UINT32 R_LerpUInt32(UINT32 from, UINT32 to, fixed_t frac);
angle_t R_LerpAngle(angle_t from, angle_t to, fixed_t frac);
#endif

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@ -35,6 +35,7 @@
#include "r_portal.h"
#include "r_main.h"
#include "i_system.h" // I_GetPreciseTime
#include "r_fps.h" // Frame interpolation/uncapped
#ifdef HWRENDER
#include "hardware/hw_main.h"
@ -75,6 +76,8 @@ sector_t *viewsector;
player_t *viewplayer;
mobj_t *r_viewmobj;
fixed_t rendertimefrac;
//
// precalculated math tables
//
@ -96,6 +99,9 @@ lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
lighttable_t *scalelightfixed[MAXLIGHTSCALE];
lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
// Frame interpolation/uncapped
tic_t prev_tics;
// Hack to support extra boom colormaps.
extracolormap_t *extra_colormaps = NULL;
@ -164,6 +170,9 @@ consvar_t cv_drawdist_precip = CVAR_INIT ("drawdist_precip", "1024", CV_SAVE, dr
//consvar_t cv_precipdensity = CVAR_INIT ("precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL);
consvar_t cv_fov = CVAR_INIT ("fov", "90", CV_FLOAT|CV_CALL, fov_cons_t, Fov_OnChange);
// Frame interpolation/uncapped
consvar_t cv_frameinterpolation = {"frameinterpolation", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
// Okay, whoever said homremoval causes a performance hit should be shot.
consvar_t cv_homremoval = CVAR_INIT ("homremoval", "No", CV_SAVE, homremoval_cons_t, NULL);
@ -1084,41 +1093,6 @@ subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y)
//
// R_SetupFrame
//
// recalc necessary stuff for mouseaiming
// slopes are already calculated for the full possible view (which is 4*viewheight).
// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out)
static void R_SetupFreelook(player_t *player, boolean skybox)
{
#ifndef HWRENDER
(void)player;
(void)skybox;
#endif
// clip it in the case we are looking a hardware 90 degrees full aiming
// (lmps, network and use F12...)
if (rendermode == render_soft
#ifdef HWRENDER
|| (rendermode == render_opengl
&& (cv_glshearing.value == 1
|| (cv_glshearing.value == 2 && R_IsViewpointThirdPerson(player, skybox))))
#endif
)
{
G_SoftwareClipAimingPitch((INT32 *)&aimingangle);
}
centeryfrac = (viewheight/2)<<FRACBITS;
if (rendermode == render_soft)
centeryfrac += FixedMul(AIMINGTODY(aimingangle), FixedDiv(viewwidth<<FRACBITS, BASEVIDWIDTH<<FRACBITS));
centery = FixedInt(FixedRound(centeryfrac));
if (rendermode == render_soft)
yslope = &yslopetab[viewheight*8 - centery];
}
void R_SetupFrame(player_t *player)
{
camera_t *thiscam;
@ -1129,11 +1103,13 @@ void R_SetupFrame(player_t *player)
{
thiscam = &camera2;
chasecam = (cv_chasecam2.value != 0);
R_SetViewContext(VIEWCONTEXT_PLAYER2);
}
else
{
thiscam = &camera;
chasecam = (cv_chasecam.value != 0);
R_SetViewContext(VIEWCONTEXT_PLAYER1);
}
if (player->climbing || (player->powers[pw_carry] == CR_NIGHTSMODE) || player->playerstate == PST_DEAD || gamestate == GS_TITLESCREEN || tutorialmode)
@ -1149,81 +1125,83 @@ void R_SetupFrame(player_t *player)
else if (!chasecam)
thiscam->chase = false;
newview->sky = false;
if (player->awayviewtics)
{
// cut-away view stuff
r_viewmobj = player->awayviewmobj; // should be a MT_ALTVIEWMAN
I_Assert(r_viewmobj != NULL);
viewz = r_viewmobj->z + 20*FRACUNIT;
aimingangle = player->awayviewaiming;
viewangle = r_viewmobj->angle;
newview->z = r_viewmobj->z + 20*FRACUNIT;
newview->aim = player->awayviewaiming;
newview->angle = r_viewmobj->angle;
}
else if (!player->spectator && chasecam)
// use outside cam view
{
r_viewmobj = NULL;
viewz = thiscam->z + (thiscam->height>>1);
aimingangle = thiscam->aiming;
viewangle = thiscam->angle;
newview->z = thiscam->z + (thiscam->height>>1);
newview->aim = thiscam->aiming;
newview->angle = thiscam->angle;
}
else
// use the player's eyes view
{
viewz = player->viewz;
newview->z = player->viewz;
r_viewmobj = player->mo;
I_Assert(r_viewmobj != NULL);
aimingangle = player->aiming;
viewangle = r_viewmobj->angle;
newview->aim = player->aiming;
newview->angle = r_viewmobj->angle;
if (!demoplayback && player->playerstate != PST_DEAD)
{
if (player == &players[consoleplayer])
{
viewangle = localangle; // WARNING: camera uses this
aimingangle = localaiming;
newview->angle = localangle; // WARNING: camera uses this
newview->aim = localaiming;
}
else if (player == &players[secondarydisplayplayer])
{
viewangle = localangle2;
aimingangle = localaiming2;
newview->angle = localangle2;
newview->aim = localaiming2;
}
}
}
viewz += quake.z;
newview->z += quake.z;
viewplayer = player;
newview->player = player;
if (chasecam && !player->awayviewtics && !player->spectator)
{
viewx = thiscam->x;
viewy = thiscam->y;
viewx += quake.x;
viewy += quake.y;
newview->x = thiscam->x;
newview->y = thiscam->y;
newview->x += quake.x;
newview->y += quake.y;
if (thiscam->subsector)
viewsector = thiscam->subsector->sector;
newview->sector = thiscam->subsector->sector;
else
viewsector = R_PointInSubsector(viewx, viewy)->sector;
newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
}
else
{
viewx = r_viewmobj->x;
viewy = r_viewmobj->y;
viewx += quake.x;
viewy += quake.y;
newview->x = r_viewmobj->x;
newview->y = r_viewmobj->y;
newview->x += quake.x;
newview->y += quake.y;
if (r_viewmobj->subsector)
viewsector = r_viewmobj->subsector->sector;
newview->sector = r_viewmobj->subsector->sector;
else
viewsector = R_PointInSubsector(viewx, viewy)->sector;
newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
}
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
// newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT);
// newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
R_SetupFreelook(player, false);
R_InterpolateView(cv_frameinterpolation.value == 1 ? rendertimefrac : FRACUNIT);
}
void R_SkyboxFrame(player_t *player)
@ -1232,11 +1210,18 @@ void R_SkyboxFrame(player_t *player)
if (splitscreen && player == &players[secondarydisplayplayer]
&& player != &players[consoleplayer])
{
thiscam = &camera2;
R_SetViewContext(VIEWCONTEXT_SKY2);
}
else
{
thiscam = &camera;
R_SetViewContext(VIEWCONTEXT_SKY1);
}
// cut-away view stuff
newview->sky = true;
r_viewmobj = skyboxmo[0];
#ifdef PARANOIA
if (!r_viewmobj)
@ -1247,39 +1232,39 @@ void R_SkyboxFrame(player_t *player)
#endif
if (player->awayviewtics)
{
aimingangle = player->awayviewaiming;
viewangle = player->awayviewmobj->angle;
newview->aim = player->awayviewaiming;
newview->angle = player->awayviewmobj->angle;
}
else if (thiscam->chase)
{
aimingangle = thiscam->aiming;
viewangle = thiscam->angle;
newview->aim = thiscam->aiming;
newview->angle = thiscam->angle;
}
else
{
aimingangle = player->aiming;
viewangle = player->mo->angle;
newview->aim = player->aiming;
newview->angle = player->mo->angle;
if (!demoplayback && player->playerstate != PST_DEAD)
{
if (player == &players[consoleplayer])
{
viewangle = localangle; // WARNING: camera uses this
aimingangle = localaiming;
newview->angle = localangle; // WARNING: camera uses this
newview->aim = localaiming;
}
else if (player == &players[secondarydisplayplayer])
{
viewangle = localangle2;
aimingangle = localaiming2;
newview->angle = localangle2;
newview->aim = localaiming2;
}
}
}
viewangle += r_viewmobj->angle;
newview->angle += r_viewmobj->angle;
viewplayer = player;
newview->player = player;
viewx = r_viewmobj->x;
viewy = r_viewmobj->y;
viewz = r_viewmobj->z; // 26/04/17: use actual Z position instead of spawnpoint angle!
newview->x = r_viewmobj->x;
newview->y = r_viewmobj->y;
newview->z = r_viewmobj->z; // 26/04/17: use actual Z position instead of spawnpoint angle!
if (mapheaderinfo[gamemap-1])
{
@ -1321,46 +1306,46 @@ void R_SkyboxFrame(player_t *player)
if (r_viewmobj->angle == 0)
{
viewx += x;
viewy += y;
newview->x += x;
newview->y += y;
}
else if (r_viewmobj->angle == ANGLE_90)
{
viewx -= y;
viewy += x;
newview->x -= y;
newview->y += x;
}
else if (r_viewmobj->angle == ANGLE_180)
{
viewx -= x;
viewy -= y;
newview->x -= x;
newview->y -= y;
}
else if (r_viewmobj->angle == ANGLE_270)
{
viewx += y;
viewy -= x;
newview->x += y;
newview->y -= x;
}
else
{
angle_t ang = r_viewmobj->angle>>ANGLETOFINESHIFT;
viewx += FixedMul(x,FINECOSINE(ang)) - FixedMul(y, FINESINE(ang));
viewy += FixedMul(x, FINESINE(ang)) + FixedMul(y,FINECOSINE(ang));
newview->x += FixedMul(x,FINECOSINE(ang)) - FixedMul(y, FINESINE(ang));
newview->y += FixedMul(x, FINESINE(ang)) + FixedMul(y,FINECOSINE(ang));
}
}
if (mh->skybox_scalez > 0)
viewz += campos.z / mh->skybox_scalez;
newview->z += campos.z / mh->skybox_scalez;
else if (mh->skybox_scalez < 0)
viewz += campos.z * -mh->skybox_scalez;
newview->z += campos.z * -mh->skybox_scalez;
}
if (r_viewmobj->subsector)
viewsector = r_viewmobj->subsector->sector;
newview->sector = r_viewmobj->subsector->sector;
else
viewsector = R_PointInSubsector(viewx, viewy)->sector;
newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
// newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT);
// newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
R_SetupFreelook(player, true);
R_InterpolateView(cv_frameinterpolation.value == 1 ? rendertimefrac : FRACUNIT);
}
boolean R_ViewpointHasChasecam(player_t *player)
@ -1642,4 +1627,7 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_maxportals);
CV_RegisterVar(&cv_movebob);
// Frame interpolation/uncapped
CV_RegisterVar(&cv_frameinterpolation);
}

View file

@ -35,6 +35,8 @@ extern fixed_t fovtan;
extern size_t validcount, linecount, loopcount, framecount;
extern fixed_t rendertimefrac;
//
// Lighting LUT.
// Used for z-depth cuing per column/row,
@ -114,6 +116,10 @@ extern consvar_t cv_fov;
extern consvar_t cv_skybox;
extern consvar_t cv_tailspickup;
// Frame interpolation (uncapped framerate)
extern tic_t prev_tics;
extern consvar_t cv_frameinterpolation;
// Called by startup code.
void R_Init(void);

View file

@ -1480,9 +1480,34 @@ static void R_ProjectSprite(mobj_t *thing)
INT32 rollangle = 0;
#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;
// 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;
}
}
// transform the origin point
tr_x = thing->x - viewx;
tr_y = thing->y - viewy;
tr_x = interpx - viewx;
tr_y = interpy - viewy;
basetz = tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); // near/far distance
@ -1559,7 +1584,7 @@ static void R_ProjectSprite(mobj_t *thing)
if (sprframe->rotate != SRF_SINGLE || papersprite)
{
ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle);
ang = R_PointToAngle (interpx, interpy) - interpangle;
if (mirrored)
ang = InvAngle(ang);
}
@ -1574,7 +1599,7 @@ static void R_ProjectSprite(mobj_t *thing)
else
{
// choose a different rotation based on player view
//ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
//ang = R_PointToAngle (interpx, interpy) - interpangle;
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
rot = 6; // F7 slot
@ -1791,12 +1816,17 @@ static void R_ProjectSprite(mobj_t *thing)
fixed_t linkscale;
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);
}
if (! R_ThingVisible(thing))
return;
tr_x = (thing->x + sort_x) - viewx;
tr_y = (thing->y + sort_y) - viewy;
tr_x = (interpx + sort_x) - viewx;
tr_y = (interpy + sort_y) - viewy;
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
linkscale = FixedDiv(projectiony, tz);
@ -1832,7 +1862,7 @@ static void R_ProjectSprite(mobj_t *thing)
if (x2 < portalclipstart || x1 >= portalclipend)
return;
if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0)
if (P_PointOnLineSide(interpx, interpy, portalclipline) != 0)
return;
}
@ -1921,12 +1951,12 @@ 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 = oldthing->z + oldthing->height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
gz = interpz + oldthing->height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
gzt = gz + FixedMul(spr_height, FixedMul(spriteyscale, this_scale));
}
else
{
gzt = oldthing->z + FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
gzt = interpz + FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
gz = gzt - FixedMul(spr_height, FixedMul(spriteyscale, this_scale));
}
}
@ -1945,7 +1975,7 @@ 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], thing->x, thing->y);
fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], interpx, interpy);
if (h <= top) {
light = lightnum - 1;
break;
@ -1995,12 +2025,12 @@ static void R_ProjectSprite(mobj_t *thing)
vis->sortscale = sortscale;
vis->sortsplat = sortsplat;
vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15
vis->gx = thing->x;
vis->gy = thing->y;
vis->gx = interpx;
vis->gy = interpy;
vis->gz = gz;
vis->gzt = gzt;
vis->thingheight = thing->height;
vis->pz = thing->z;
vis->pz = interpz;
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = FixedDiv(gzt - viewz, spriteyscale);
vis->scalestep = scalestep;
@ -2139,9 +2169,22 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
//SoM: 3/17/2000
fixed_t gz, gzt;
// uncapped/interpolation
fixed_t interpx = thing->x;
fixed_t interpy = thing->y;
fixed_t interpz = thing->z;
// 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);
}
// transform the origin point
tr_x = thing->x - viewx;
tr_y = thing->y - viewy;
tr_x = interpx - viewx;
tr_y = interpy - viewy;
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); // near/far distance
@ -2205,13 +2248,13 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
if (x2 < portalclipstart || x1 >= portalclipend)
return;
if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0)
if (P_PointOnLineSide(interpx, interpy, portalclipline) != 0)
return;
}
//SoM: 3/17/2000: Disregard sprites that are out of view..
gzt = thing->z + spritecachedinfo[lump].topoffset;
gzt = interpz + spritecachedinfo[lump].topoffset;
gz = gzt - spritecachedinfo[lump].height;
if (thing->subsector->sector->cullheight)
@ -2224,12 +2267,12 @@ 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 = thing->x;
vis->gy = thing->y;
vis->gx = interpx;
vis->gy = interpy;
vis->gz = gz;
vis->gzt = gzt;
vis->thingheight = 4*FRACUNIT;
vis->pz = thing->z;
vis->pz = interpz;
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = vis->gzt - viewz;
vis->scalestep = 0;

View file

@ -185,7 +185,7 @@ static char returnWadPath[256];
#include "../m_argv.h"
#include "../m_menu.h"
#include "../r_main.h" // Frame interpolation/uncapped
#ifdef MAC_ALERT
#include "macosx/mac_alert.h"
@ -2144,17 +2144,27 @@ static Uint64 timer_frequency;
static double tic_frequency;
static Uint64 tic_epoch;
static double elapsed_tics;
static void UpdateElapsedTics(void)
{
const Uint64 now = SDL_GetPerformanceCounter();
elapsed_tics += (now - tic_epoch) / tic_frequency;
tic_epoch = now; // moving epoch
}
tic_t I_GetTime(void)
{
static double elapsed;
UpdateElapsedTics();
return (tic_t) floor(elapsed_tics);
}
const Uint64 now = SDL_GetPerformanceCounter();
elapsed += (now - tic_epoch) / tic_frequency;
tic_epoch = now; // moving epoch
return (tic_t)elapsed;
fixed_t I_GetTimeFrac(void)
{
UpdateElapsedTics();
return FLOAT_TO_FIXED((float) (elapsed_tics - floor(elapsed_tics)));
}
precise_t I_GetPreciseTime(void)
@ -2182,6 +2192,7 @@ void I_StartupTimer(void)
tic_epoch = SDL_GetPerformanceCounter();
tic_frequency = timer_frequency / (double)NEWTICRATE;
elapsed_tics = 0.0;
}
void I_Sleep(void)

View file

@ -45,6 +45,7 @@
#include "../d_main.h"
#include "../m_argv.h"
#include "../m_fixed.h"
#include "../w_wad.h"
#include "../z_zone.h"
@ -261,6 +262,11 @@ tic_t I_GetTime(void)
return newtics;
}
fixed_t I_GetTimeFrac(void)
{
return 0;
}
void I_Sleep(void)
{
if (cv_sleep.value != -1)