- moved interpolation code to its own file.

Mainly to get it out of the way. This needs to be redone later in a more serialization-friendly way.
This commit is contained in:
Christoph Oelckers 2020-05-05 13:15:30 +02:00
parent bd6047a097
commit 27c313d74e
5 changed files with 270 additions and 69 deletions

142
source/core/interpolate.cpp Normal file
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@ -0,0 +1,142 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "interp.h"
#include "m_fixed.h"
#define (MAXINTERPOLATIONS 16384 + 256)
static int recursions = 0;
static int numinterpolations = 0;
// Not used yet. The entire interpolation feature as-is is highly serialization unfriendly because it only stores pointers without context, meaning there is no safe way to store them in a savegame without constantly risking breakage.
// Todo: This really needs to be made serialization friendly
struct Interpolation
{
int oldipos;
int bakipos;
void *curipos;
bool isshort;
};
static Interpolation interpolations[MAXINTERPOLATIONS];
void setinterpolation(void *posptr, bool isshort)
{
if (numinterpolations >= MAXINTERPOLATIONS)
return;
for (int i = numinterpolations - 1; i >= 0; i--)
{
if (interpolations[i].curipos == posptr)
return;
}
interpolations[numinterpolations].curipos = posptr;
interpolations[numinterpolations].oldipos = *posptr;
numinterpolations++;
}
void setinterpolation(int *posptr)
{
setinterpolation(posptr, false);
}
// only used by SW to interpolate floorheinum and ceilingheinum
void setinterpolation(short *posptr)
{
setinterpolation(posptr, true);
}
void stopinterpolation(void *posptr)
{
for (int i = numinterpolations - 1; i >= 0; i--)
{
if (curipos[i] == posptr)
{
numinterpolations--;
interpolations[i] = interpolations[numinterpolations];
}
}
}
void updateinterpolations(void) // Stick at beginning of domovethings
{
int i;
for (int i = numinterpolations - 1; i >= 0; i--)
interpolations[i].oldipos = interpolations[i].isshort? *(short*)interpolations[i].curipos : *(int*)interpolations[i].curipos;
}
// must call restore for every do interpolations
// make sure you don't exit
void dointerpolations(int smoothratio) // Stick at beginning of drawscreen
{
if (recursions++)
return;
int i, j, odelta, ndelta;
ndelta = 0;
j = 0;
for (i = numinterpolations - 1; i >= 0; i--)
{
bakipos[i] = *curipos[i];
odelta = ndelta;
ndelta = (*curipos[i]) - oldipos[i];
if (odelta != ndelta)
j = FixedMul(ndelta, smoothratio);
*curipos[i] = oldipos[i] + j;
}
}
void restoreinterpolations(bool force) // Stick at end of drawscreen
{
int i;
if (!force && --recursions)
return;
recursions = 0; // if interpolations are forcibly restored, the recursion counter must also be reset.
for (i = numinterpolations - 1; i >= 0; i--)
*curipos[i] = bakipos[i];
}
void togglespriteinterpolation(spritetype *sp, int set)
{
auto func = set ? setinterpolation : stopinterpolation;
func(&sp->x);
func(&sp->y);
func(&sp->z);
}

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@ -14,6 +14,7 @@ set( PCH_SOURCES
src/gameexec.cpp
src/gamevars.cpp
src/global.cpp
src/interpolate.cpp
src/namesdyn.cpp
src/net.cpp
src/osdcmds.cpp

View file

@ -38,51 +38,6 @@ BEGIN_DUKE_NS
int32_t otherp;
int G_SetInterpolation(int32_t *const posptr)
{
if (g_interpolationCnt >= MAXINTERPOLATIONS)
return 1;
for (bssize_t i = 0; i < g_interpolationCnt; ++i)
if (curipos[i] == posptr)
return 0;
curipos[g_interpolationCnt] = posptr;
oldipos[g_interpolationCnt] = *posptr;
g_interpolationCnt++;
return 0;
}
void G_StopInterpolation(const int32_t * const posptr)
{
for (bssize_t i = 0; i < g_interpolationCnt; ++i)
if (curipos[i] == posptr)
{
g_interpolationCnt--;
oldipos[i] = oldipos[g_interpolationCnt];
bakipos[i] = bakipos[g_interpolationCnt];
curipos[i] = curipos[g_interpolationCnt];
}
}
void G_DoInterpolations(int smoothRatio)
{
if (g_interpolationLock++)
return;
int32_t ndelta = 0;
for (bssize_t i = 0, j = 0; i < g_interpolationCnt; ++i)
{
int32_t const odelta = ndelta;
bakipos[i] = *curipos[i];
ndelta = (*curipos[i]) - oldipos[i];
if (odelta != ndelta)
j = mulscale16(ndelta, smoothRatio);
*curipos[i] = oldipos[i] + j;
}
}
void G_ClearCameraView(DukePlayer_t *ps)
{
ps->newowner = -1;

View file

@ -51,13 +51,6 @@ BEGIN_DUKE_NS
// duke3d global soup :(
G_EXTERN int32_t g_interpolationCnt;
G_EXTERN int32_t g_interpolationLock;
G_EXTERN int32_t oldipos[MAXINTERPOLATIONS];
G_EXTERN int32_t *curipos[MAXINTERPOLATIONS];
G_EXTERN int32_t bakipos[MAXINTERPOLATIONS];
G_EXTERN int32_t duke3d_globalflags;
// KEEPINSYNC astub.c (used values only)
@ -284,27 +277,38 @@ enum
EF_HIDEFROMSP = 1<<0,
};
EXTERN_INLINE_HEADER void G_UpdateInterpolations(void);
EXTERN_INLINE_HEADER void G_RestoreInterpolations(void);
// Interpolation code is the same in all games with slightly different naming - this needs to be unified and cleaned up.
extern int32_t g_interpolationCnt;
extern int32_t* curipos[MAXINTERPOLATIONS];
extern int32_t bakipos[MAXINTERPOLATIONS];
void G_UpdateInterpolations(void);
void G_RestoreInterpolations(void);
int G_SetInterpolation(int32_t* const posptr);
void G_StopInterpolation(const int32_t* const posptr);
void G_DoInterpolations(int smoothRatio);
#if defined global_c_ || !defined DISABLE_INLINING
EXTERN_INLINE void G_UpdateInterpolations(void) //Stick at beginning of G_DoMoveThings
// old names as porting help.
inline void updateinterpolations()
{
for (bssize_t i=g_interpolationCnt-1; i>=0; i--) oldipos[i] = *curipos[i];
G_UpdateInterpolations();
}
inline void restoreinterpolations()
{
G_RestoreInterpolations();
}
inline int setinterpolation(int32_t* posptr)
{
G_SetInterpolation(posptr);
}
inline int stopinterpolation(int32_t* posptr)
{
G_SetInterpolation(posptr);
}
inline int dointerpolations(int smoothratio)
{
G_DoInterpolations(smoothratio);
}
EXTERN_INLINE void G_RestoreInterpolations(void) //Stick at end of drawscreen
{
int32_t i=g_interpolationCnt-1;
if (--g_interpolationLock)
return;
for (; i>=0; i--) *curipos[i] = bakipos[i];
}
#endif
// Hack struct to allow old code to access the EDuke-style player data without changing it.
struct psaccess

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@ -0,0 +1,99 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "global.h"
BEGIN_DUKE_NS
// No need to revert this to the original state - to be robust this needs to be redone entirely, so this code will disappear anyway.
#define MAXINTERPOLATIONS MAXSPRITES
int32_t g_interpolationCnt;
int32_t g_interpolationLock;
int32_t oldipos[MAXINTERPOLATIONS];
int32_t *curipos[MAXINTERPOLATIONS];
int32_t bakipos[MAXINTERPOLATIONS];
int G_SetInterpolation(int32_t *const posptr)
{
if (g_interpolationCnt >= MAXINTERPOLATIONS)
return 1;
for (bssize_t i = 0; i < g_interpolationCnt; ++i)
if (curipos[i] == posptr)
return 0;
curipos[g_interpolationCnt] = posptr;
oldipos[g_interpolationCnt] = *posptr;
g_interpolationCnt++;
return 0;
}
void G_StopInterpolation(const int32_t * const posptr)
{
for (bssize_t i = 0; i < g_interpolationCnt; ++i)
if (curipos[i] == posptr)
{
g_interpolationCnt--;
oldipos[i] = oldipos[g_interpolationCnt];
bakipos[i] = bakipos[g_interpolationCnt];
curipos[i] = curipos[g_interpolationCnt];
}
}
void G_DoInterpolations(int smoothRatio)
{
if (g_interpolationLock++)
return;
int32_t ndelta = 0;
for (bssize_t i = 0, j = 0; i < g_interpolationCnt; ++i)
{
int32_t const odelta = ndelta;
bakipos[i] = *curipos[i];
ndelta = (*curipos[i]) - oldipos[i];
if (odelta != ndelta)
j = mulscale16(ndelta, smoothRatio);
*curipos[i] = oldipos[i] + j;
}
}
void G_UpdateInterpolations(void) //Stick at beginning of G_DoMoveThings
{
for (bssize_t i=g_interpolationCnt-1; i>=0; i--) oldipos[i] = *curipos[i];
}
void G_RestoreInterpolations(void) //Stick at end of drawscreen
{
int32_t i=g_interpolationCnt-1;
if (--g_interpolationLock)
return;
for (; i>=0; i--) *curipos[i] = bakipos[i];
}
END_DUKE_NS