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Merge branch 'uncap-water-ripples' into 'next'
Uncapped Water Ripples See merge request STJr/SRB2!1868
This commit is contained in:
commit
eac8a54a55
4 changed files with 21 additions and 11 deletions
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@ -6786,7 +6786,7 @@ void HWR_DoPostProcessor(player_t *player)
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{
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{
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// 10 by 10 grid. 2 coordinates (xy)
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// 10 by 10 grid. 2 coordinates (xy)
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float v[SCREENVERTS][SCREENVERTS][2];
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float v[SCREENVERTS][SCREENVERTS][2];
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static double disStart = 0;
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float disStart = (leveltime-1) + FIXED_TO_FLOAT(rendertimefrac);
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UINT8 x, y;
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UINT8 x, y;
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INT32 WAVELENGTH;
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INT32 WAVELENGTH;
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@ -6817,8 +6817,6 @@ void HWR_DoPostProcessor(player_t *player)
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}
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}
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}
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}
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HWD.pfnPostImgRedraw(v);
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HWD.pfnPostImgRedraw(v);
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if (!(paused || P_AutoPause()))
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disStart += FIXED_TO_FLOAT(renderdeltatics);
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// Capture the screen again for screen waving on the intermission
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// Capture the screen again for screen waving on the intermission
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if(gamestate != GS_INTERMISSION)
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if(gamestate != GS_INTERMISSION)
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@ -21,6 +21,7 @@
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#include <stdarg.h>
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#include <stdarg.h>
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#include <math.h>
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#include <math.h>
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#include "../../r_local.h" // For rendertimefrac, used for the leveltime shader uniform
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#include "r_opengl.h"
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#include "r_opengl.h"
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#include "r_vbo.h"
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#include "r_vbo.h"
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@ -616,7 +617,7 @@ typedef struct gl_shaderstate_s
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static gl_shaderstate_t gl_shaderstate;
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static gl_shaderstate_t gl_shaderstate;
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// Shader info
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// Shader info
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static INT32 shader_leveltime = 0;
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static float shader_leveltime = 0;
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// Lactozilla: Shader functions
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// Lactozilla: Shader functions
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static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i, const GLchar *vert_shader, const GLchar *frag_shader);
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static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i, const GLchar *vert_shader, const GLchar *frag_shader);
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@ -976,7 +977,7 @@ EXPORT void HWRAPI(SetShaderInfo) (hwdshaderinfo_t info, INT32 value)
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switch (info)
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switch (info)
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{
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{
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case HWD_SHADERINFO_LEVELTIME:
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case HWD_SHADERINFO_LEVELTIME:
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shader_leveltime = value;
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shader_leveltime = (((float)(value-1)) + FIXED_TO_FLOAT(rendertimefrac)) / TICRATE;
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break;
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break;
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default:
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default:
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break;
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break;
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@ -2046,7 +2047,7 @@ static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAF
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UNIFORM_1(shader->uniforms[gluniform_fade_end], Surface->LightInfo.fade_end, pglUniform1f);
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UNIFORM_1(shader->uniforms[gluniform_fade_end], Surface->LightInfo.fade_end, pglUniform1f);
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}
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}
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UNIFORM_1(shader->uniforms[gluniform_leveltime], ((float)shader_leveltime) / TICRATE, pglUniform1f);
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UNIFORM_1(shader->uniforms[gluniform_leveltime], shader_leveltime, pglUniform1f);
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#undef UNIFORM_1
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#undef UNIFORM_1
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#undef UNIFORM_2
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#undef UNIFORM_2
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@ -15,6 +15,7 @@
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#include "doomdef.h"
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#include "doomdef.h"
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#include "console.h"
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#include "console.h"
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#include "m_easing.h" // For Easing_InOutSine, used in R_UpdatePlaneRipple
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#include "g_game.h"
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#include "g_game.h"
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#include "p_setup.h" // levelflats
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#include "p_setup.h" // levelflats
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#include "p_slopes.h"
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#include "p_slopes.h"
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@ -137,8 +138,14 @@ static void R_CalculatePlaneRipple(angle_t angle)
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static void R_UpdatePlaneRipple(void)
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static void R_UpdatePlaneRipple(void)
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{
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{
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ds_waterofs = (leveltime & 1)*16384;
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// ds_waterofs oscillates between 0 and 16384 every other tic
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planeripple.offset = (leveltime * 140);
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// Now that frame interpolation is a thing, HOW does it oscillate?
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// The difference between linear interpolation and a sine wave is miniscule here,
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// but a sine wave is ever so slightly smoother and sleeker
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ds_waterofs = Easing_InOutSine(((leveltime & 1)*FRACUNIT) + rendertimefrac,16384,0);
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// Meanwhile, planeripple.offset just counts up, so it gets simple linear interpolation
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planeripple.offset = ((leveltime-1)*140) + ((rendertimefrac*140) / FRACUNIT);
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}
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}
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static void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
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static void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
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@ -3606,7 +3606,8 @@ void V_DoPostProcessor(INT32 view, postimg_t type, INT32 param)
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UINT8 *tmpscr = screens[4];
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UINT8 *tmpscr = screens[4];
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UINT8 *srcscr = screens[0];
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UINT8 *srcscr = screens[0];
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INT32 y;
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INT32 y;
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angle_t disStart = (leveltime * 128) & FINEMASK; // in 0 to FINEANGLE
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// Set disStart to a range from 0 to FINEANGLE, incrementing by 128 per tic
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angle_t disStart = (((leveltime-1)*128) + (rendertimefrac / (FRACUNIT/128))) & FINEMASK;
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INT32 newpix;
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INT32 newpix;
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INT32 sine;
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INT32 sine;
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//UINT8 *transme = R_GetTranslucencyTable(tr_trans50);
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//UINT8 *transme = R_GetTranslucencyTable(tr_trans50);
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@ -3729,8 +3730,11 @@ Unoptimized version
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heatindex[view] %= height;
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heatindex[view] %= height;
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}
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}
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heatindex[view]++;
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if (renderisnewtic) // This isn't interpolated... but how do you interpolate a one-pixel shift?
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heatindex[view] %= vid.height;
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{
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heatindex[view]++;
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heatindex[view] %= vid.height;
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}
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VID_BlitLinearScreen(tmpscr+vid.width*vid.bpp*yoffset, screens[0]+vid.width*vid.bpp*yoffset,
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VID_BlitLinearScreen(tmpscr+vid.width*vid.bpp*yoffset, screens[0]+vid.width*vid.bpp*yoffset,
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vid.width*vid.bpp, height, vid.width*vid.bpp, vid.width);
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vid.width*vid.bpp, height, vid.width*vid.bpp, vid.width);
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