mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- more timer cleanup
* store the frame time in the current screen buffer from where all render code can access it. * replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
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parent
e94109f1c3
commit
2c65f08011
24 changed files with 31 additions and 38 deletions
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@ -744,8 +744,8 @@ bool C_DoKey (event_t *ev, FKeyBindings *binds, FKeyBindings *doublebinds)
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dclick = false;
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// This used level.time which didn't work outside a level.
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nowtime = I_MSTime();
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if (doublebinds != NULL && DClickTime[ev->data1] > nowtime && ev->type == EV_KeyDown)
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nowtime = I_FPSTime();
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if (doublebinds != NULL && int(DClickTime[ev->data1] - nowtime) > 0 && ev->type == EV_KeyDown)
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{
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// Key pressed for a double click
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binding = doublebinds->GetBinding(ev->data1);
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@ -779,9 +779,9 @@ void D_Display ()
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{
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unsigned int nowtime = I_FPSTime();
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TexMan.UpdateAnimations(nowtime);
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R_UpdateSky(nowtime);
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screen->FrameTime = I_FPSTime();
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TexMan.UpdateAnimations(screen->FrameTime);
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R_UpdateSky(screen->FrameTime);
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switch (gamestate)
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{
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case GS_FULLCONSOLE:
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@ -808,7 +808,7 @@ void D_Display ()
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// [ZZ] execute event hook that we just started the frame
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//E_RenderFrame();
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//
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Renderer->RenderView(&players[consoleplayer], nowtime);
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Renderer->RenderView(&players[consoleplayer]);
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if ((hw2d = screen->Begin2D(viewactive)))
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{
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@ -783,7 +783,7 @@ void GetPackets (void)
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// [RH] Get "ping" times - totally useless, since it's bound to the frequency
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// packets go out at.
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lastrecvtime[netconsole] = currrecvtime[netconsole];
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currrecvtime[netconsole] = I_MSTime ();
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currrecvtime[netconsole] = I_FPSTime ();
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// check for exiting the game
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if (netbuffer[0] & NCMD_EXIT)
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@ -55,7 +55,6 @@
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#include "gl/gl_functions.h"
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GLRenderSettings glset;
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long gl_frameMS;
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EXTERN_CVAR(Int, gl_lightmode)
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EXTERN_CVAR(Bool, gl_brightfog)
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@ -65,6 +65,4 @@ void gl_InitPortals();
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void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, const DVector2 &displacement);
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void gl_InitData();
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extern long gl_frameMS;
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#endif
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@ -55,7 +55,7 @@
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static inline float GetTimeFloat()
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{
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return (float)gl_frameMS * (float)TICRATE / 1000.0f;
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return (float)screen->FrameTime * (float)TICRATE / 1000.0f;
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}
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CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
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@ -171,7 +171,7 @@ public:
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unsigned char *GetTextureBuffer(FTexture *tex, int &w, int &h);
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void SetupLevel();
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void RenderView(player_t* player, unsigned int nowtime);
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void RenderView(player_t* player);
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void RenderScreenQuad();
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void PostProcessScene(int fixedcm);
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@ -161,7 +161,7 @@ bool FRenderState::ApplyShader()
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeight.Set(mClipHeight);
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activeShader->muClipHeightDirection.Set(mClipHeightDirection);
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activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
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activeShader->muTimer.Set(screen->FrameTime * mShaderTimer / 1000.f);
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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activeShader->muClipSplit.Set(mClipSplit);
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@ -785,7 +785,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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GLRenderer->mSceneClearColor[0] = 0.0f;
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GLRenderer->mSceneClearColor[1] = 0.0f;
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GLRenderer->mSceneClearColor[2] = 0.0f;
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R_SetupFrame (r_viewpoint, r_viewwindow, camera, gl_frameMS);
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R_SetupFrame (r_viewpoint, r_viewwindow, camera);
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SetViewArea();
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GLRenderer->mGlobVis = R_GetGlobVis(r_viewwindow, r_visibility);
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@ -800,8 +800,8 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees;
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// Scroll the sky
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GLRenderer->mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f;
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GLRenderer->mSky2Pos = (float)fmod(gl_frameMS * level.skyspeed2, 1024.f) * 90.f/256.f;
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GLRenderer->mSky1Pos = (float)fmod(screen->FrameTime * level.skyspeed1, 1024.f) * 90.f/256.f;
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GLRenderer->mSky2Pos = (float)fmod(screen->FrameTime * level.skyspeed2, 1024.f) * 90.f/256.f;
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@ -878,7 +878,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::RenderView (player_t* player, unsigned int nowtime)
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void FGLRenderer::RenderView (player_t* player)
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{
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checkBenchActive();
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@ -891,7 +891,6 @@ void FGLRenderer::RenderView (player_t* player, unsigned int nowtime)
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// Get this before everything else
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if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
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else r_viewpoint.TicFrac = I_GetTimeFrac (&r_viewpoint.FrameTime);
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gl_frameMS = nowtime;
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P_FindParticleSubsectors ();
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@ -984,7 +983,7 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
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struct FGLInterface : public FRenderer
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{
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void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) override;
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void RenderView(player_t *player, unsigned int nowtime) override;
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void RenderView(player_t *player) override;
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void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
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void StartSerialize(FSerializer &arc) override;
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void EndSerialize(FSerializer &arc) override;
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@ -1075,9 +1074,9 @@ void FGLInterface::WriteSavePic (player_t *player, FileWriter *file, int width,
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//
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//===========================================================================
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void FGLInterface::RenderView(player_t *player, unsigned int nowtime)
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void FGLInterface::RenderView(player_t *player)
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{
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GLRenderer->RenderView(player, nowtime);
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GLRenderer->RenderView(player);
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}
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//===========================================================================
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@ -60,7 +60,7 @@ public:
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void CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
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sector_t *RenderViewpoint(AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderView(player_t *player, unsigned int nowtime);
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void RenderView(player_t *player);
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void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
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void DrawPSprite(player_t * player, DPSprite *psp, float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture);
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@ -12,7 +12,6 @@ class FHardwareTexture;
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class FSimpleVertexBuffer;
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class FGLDebug;
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extern long gl_frameMS;
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#ifdef _WIN32
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class OpenGLFrameBuffer : public Win32GLFrameBuffer
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{
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@ -115,7 +115,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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DontMapLines = dontmaplines;
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R_SetupFrame(Viewpoint, Viewwindow, actor, swrenderer::renderTime);
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R_SetupFrame(Viewpoint, Viewwindow, actor);
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P_FindParticleSubsectors();
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PO_LinkToSubsectors();
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@ -200,7 +200,7 @@ struct TimedUpdater
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{
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explicit TimedUpdater(const Function& function)
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{
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const unsigned int currentTime = I_MSTime();
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const unsigned int currentTime = I_FPSTime();
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if (currentTime - m_previousTime > interval)
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{
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@ -29,7 +29,7 @@ struct FRenderer
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virtual void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) = 0;
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// render 3D view
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virtual void RenderView(player_t *player, unsigned int nowtime) = 0;
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virtual void RenderView(player_t *player) = 0;
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// Remap voxel palette
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virtual void RemapVoxels() {}
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@ -751,7 +751,7 @@ static double QuakePower(double factor, double intensity, double offset)
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//
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//==========================================================================
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void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor, unsigned int renderTime)
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void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor)
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{
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if (actor == NULL)
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{
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@ -982,7 +982,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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if (hom == 3)
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{
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hom = ((renderTime / 128) & 1) + 1;
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hom = ((screen->FrameTime / 128) & 1) + 1;
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}
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if (hom == 1)
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{
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@ -994,7 +994,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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}
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else if (hom == 4)
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{
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color = (renderTime / 32) & 255;
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color = (screen->FrameTime / 32) & 255;
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}
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else
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{
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@ -111,7 +111,7 @@ void R_ClearInterpolationPath();
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void R_AddInterpolationPoint(const DVector3a &vec);
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void R_SetViewSize (int blocks);
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void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov);
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void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor * camera, unsigned int renderTime);
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void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor * camera);
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void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow);
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// Called by startup code.
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@ -64,7 +64,6 @@ namespace swrenderer
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int fuzzoffset[FUZZTABLE + 1];
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int fuzzpos;
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int fuzzviewheight;
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unsigned int renderTime;
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int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] =
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{
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@ -35,7 +35,6 @@ namespace swrenderer
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extern FDynamicColormap ShadeFakeColormap[16];
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extern uint8_t identitymap[256];
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extern FDynamicColormap identitycolormap;
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extern unsigned int renderTime;
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// Constant arrays used for psprite clipping and initializing clipping.
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extern short zeroarray[MAXWIDTH];
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@ -170,9 +170,8 @@ void FSoftwareRenderer::Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &
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}
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}
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void FSoftwareRenderer::RenderView(player_t *player, unsigned int nowtime)
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void FSoftwareRenderer::RenderView(player_t *player)
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{
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renderTime = nowtime;
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if (r_polyrenderer)
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{
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PolyRenderer::Instance()->Viewpoint = r_viewpoint;
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@ -13,7 +13,7 @@ struct FSoftwareRenderer : public FRenderer
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void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) override;
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// render 3D view
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void RenderView(player_t *player, unsigned int nowtime) override;
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void RenderView(player_t *player) override;
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// Remap voxel palette
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void RemapVoxels() override;
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@ -136,7 +136,7 @@ namespace swrenderer
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MaskedCycles.Reset();
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DrawerWaitCycles.Reset();
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R_SetupFrame(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, actor, renderTime);
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R_SetupFrame(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, actor);
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if (APART(R_OldBlend)) NormalLight.Maps = realcolormaps.Maps;
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else NormalLight.Maps = realcolormaps.Maps + NUMCOLORMAPS * 256 * R_OldBlend;
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@ -135,7 +135,7 @@ namespace swrenderer
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int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
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if (voxelspin != 0)
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{
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DAngle ang = double(renderTime) * voxelspin / 1000;
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DAngle ang = double(screen->FrameTime) * voxelspin / 1000;
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vis->Angle -= ang;
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}
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@ -870,7 +870,7 @@ void DFrameBuffer::DrawRateStuff ()
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// Draws frame time and cumulative fps
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if (vid_fps)
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{
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uint32_t ms = I_FPSTime();
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uint32_t ms = screen->FrameTime;
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uint32_t howlong = ms - LastMS;
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if ((signed)howlong >= 0)
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{
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@ -453,6 +453,7 @@ public:
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// The original size of the framebuffer as selected in the video menu.
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int VideoWidth = 0;
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int VideoHeight = 0;
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uint32_t FrameTime = 0;
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protected:
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void DrawRateStuff ();
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