Propagate 'smoothratio' to scenes drawn from the position of a camera.

That is, make interpolation work properly there -- both when 'using' a
VIEWSCREEN and when rendering the scene onto a TILE_VIEWSCR. This makes
a difference only if the camera is in a moving sector.

git-svn-id: https://svn.eduke32.com/eduke32@4847 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2014-12-27 17:17:52 +00:00
parent 33addad941
commit 2494c56768
3 changed files with 27 additions and 11 deletions

View file

@ -4415,7 +4415,7 @@ void G_DrawRooms(int32_t snum, int32_t smoothratio)
CAMERA(sect) = p->cursectnum; CAMERA(sect) = p->cursectnum;
G_DoInterpolations(smoothratio); G_DoInterpolations(smoothratio);
G_AnimateCamSprite(); G_AnimateCamSprite(smoothratio);
if (ud.camerasprite >= 0) if (ud.camerasprite >= 0)
{ {
@ -4595,12 +4595,13 @@ void G_DrawRooms(int32_t snum, int32_t smoothratio)
} }
else else
{ {
vec3_t cam = G_GetCameraPosition(p->newowner, smoothratio);
// looking through viewscreen // looking through viewscreen
Bmemcpy(&CAMERA(pos), &p->pos, sizeof(vec3_t)); Bmemcpy(&CAMERA(pos), &cam, sizeof(vec3_t));
CAMERA(ang) = p->ang + p->look_ang; CAMERA(ang) = p->ang + p->look_ang;
CAMERA(horiz) = 100+sprite[p->newowner].shade; CAMERA(horiz) = 100+sprite[p->newowner].shade;
CAMERA(sect) = sprite[p->newowner].sectnum; CAMERA(sect) = sprite[p->newowner].sectnum;
smoothratio = 65536;
} }
cz = actor[p->i].ceilingz; cz = actor[p->i].ceilingz;
@ -11641,7 +11642,6 @@ int32_t app_main(int32_t argc, const char **argv)
// getpackets(); // getpackets();
MAIN_LOOP_RESTART: MAIN_LOOP_RESTART:
M_ChangeMenu(MENU_MAIN); M_ChangeMenu(MENU_MAIN);
if (g_networkMode != NET_DEDICATED_SERVER) if (g_networkMode != NET_DEDICATED_SERVER)

View file

@ -363,18 +363,20 @@ int32_t SetAnimation(int32_t animsect,int32_t *animptr, int32_t thegoal, int32_t
return j; return j;
} }
static void G_SetupCamTile(int32_t i, int32_t wn) static void G_SetupCamTile(int32_t i, int32_t wn, int32_t smoothratio)
{ {
vec3_t cam = G_GetCameraPosition(i, smoothratio);
const int32_t mir = display_mirror; const int32_t mir = display_mirror;
//if (waloff[wn] == 0) loadtile(wn); //if (waloff[wn] == 0) loadtile(wn);
setviewtotile(wn, tilesiz[wn].y, tilesiz[wn].x); setviewtotile(wn, tilesiz[wn].y, tilesiz[wn].x);
yax_preparedrawrooms(); yax_preparedrawrooms();
drawrooms(SX, SY, SZ, SA, 100+sprite[i].shade, SECT); drawrooms(cam.x, cam.y, cam.z, SA, 100+sprite[i].shade, SECT);
yax_drawrooms(G_DoSpriteAnimations, SECT, 0, 65536); yax_drawrooms(G_DoSpriteAnimations, SECT, 0, smoothratio);
display_mirror = 3; display_mirror = 3;
G_DoSpriteAnimations(SX, SY, SA, 65536L); G_DoSpriteAnimations(cam.x, cam.y, SA, smoothratio);
display_mirror = mir; display_mirror = mir;
drawmasks(); drawmasks();
@ -383,7 +385,7 @@ static void G_SetupCamTile(int32_t i, int32_t wn)
invalidatetile(wn, -1, 255); invalidatetile(wn, -1, 255);
} }
void G_AnimateCamSprite(void) void G_AnimateCamSprite(int32_t smoothratio)
{ {
const int32_t i = g_curViewscreen; const int32_t i = g_curViewscreen;
@ -407,7 +409,7 @@ void G_AnimateCamSprite(void)
else else
walock[TILE_VIEWSCR] = 255; walock[TILE_VIEWSCR] = 255;
G_SetupCamTile(OW, TILE_VIEWSCR); G_SetupCamTile(OW, TILE_VIEWSCR, smoothratio);
#ifdef POLYMER #ifdef POLYMER
// Force texture update on viewscreen sprite in Polymer! // Force texture update on viewscreen sprite in Polymer!
if (getrendermode() == REND_POLYMER) if (getrendermode() == REND_POLYMER)

View file

@ -117,7 +117,7 @@ void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith
int32_t __fastcall A_FindPlayer(const spritetype *s,int32_t *d); int32_t __fastcall A_FindPlayer(const spritetype *s,int32_t *d);
void G_AlignWarpElevators(void); void G_AlignWarpElevators(void);
int32_t CheckDoorTile(int32_t dapic); int32_t CheckDoorTile(int32_t dapic);
void G_AnimateCamSprite(void); void G_AnimateCamSprite(int32_t smoothratio);
void G_AnimateWalls(void); void G_AnimateWalls(void);
int32_t G_ActivateWarpElevators(int32_t s,int32_t d); int32_t G_ActivateWarpElevators(int32_t s,int32_t d);
int32_t G_CheckActivatorMotion(int32_t lotag); int32_t G_CheckActivatorMotion(int32_t lotag);
@ -149,6 +149,20 @@ static inline int32_t G_GetForcefieldPicnum(int32_t wallnum)
return picnum; return picnum;
} }
// Returns the interpolated position of the camera that the player is looking
// through (using a viewscreen). <i> should be the player's ->newowner member.
static inline vec3_t G_GetCameraPosition(int32_t i, int32_t smoothratio)
{
const spritetype *const cs = &sprite[i];
const actor_t *const ca = &actor[i];
vec3_t cam = { ca->bpos.x + mulscale16(cs->x - ca->bpos.x, smoothratio),
ca->bpos.y + mulscale16(cs->y - ca->bpos.y, smoothratio),
ca->bpos.z + mulscale16(cs->z - ca->bpos.z, smoothratio)
};
return cam;
}
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif