- cross-game, serialization-friendly and pointer free interpolation implementation.

Not hooked up yet.
This commit is contained in:
Christoph Oelckers 2020-11-25 23:22:13 +01:00
parent d545eb7aa9
commit 357199ecc1
4 changed files with 138 additions and 93 deletions

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@ -792,6 +792,7 @@ set (PCH_SOURCES
core/gamecvars.cpp
core/gamecontrol.cpp
core/gameinput.cpp
core/interpolate.cpp
core/inputstate.cpp
core/maphack.cpp
core/mapinfo.cpp

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@ -1,10 +1,8 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
Copyright (C) 2020 Christoph Oelckers
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
This 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.
@ -19,124 +17,139 @@ 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 "build.h"
#include "interpolate.h"
#include "xs_Float.h"
#include "serializer.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;
double old, bak;
int index;
int type;
};
static Interpolation interpolations[MAXINTERPOLATIONS];
static TArray<Interpolation> interpolations;
void setinterpolation(void *posptr, bool isshort)
double Get(int index, int type)
{
if (numinterpolations >= MAXINTERPOLATIONS)
return;
for (int i = numinterpolations - 1; i >= 0; i--)
switch(type)
{
if (interpolations[i].curipos == posptr)
case Interp_Sect_Floorz: return sector[index].floorz;
case Interp_Sect_Ceilingz: return sector[index].ceilingz;
case Interp_Sect_Floorheinum: return sector[index].floorheinum;
case Interp_Sect_Ceilingheinum: return sector[index].ceilingheinum;
case Interp_Sect_FloorPanX: return sector[index].floorxpan_;
case Interp_Sect_FloorPanY: return sector[index].floorypan_;
case Interp_Sect_CeilingPanX: return sector[index].ceilingxpan_;
case Interp_Sect_CeilingPanY: return sector[index].ceilingypan_;
case Interp_Wall_X: return wall[index].x;
case Interp_Wall_Y: return wall[index].y;
case Interp_Wall_PanX: return 0/*wall[index].panx_*/; // later
case Interp_Wall_PanY: return 0/*wall[index].pany_*/; // later
case Interp_Sprite_Z: return sprite[index].z;
default: return 0;
}
}
void Set(int index, int type, double val)
{
switch(type)
{
case Interp_Sect_Floorz: sector[index].floorz = xs_CRoundToInt(val); break;
case Interp_Sect_Ceilingz: sector[index].ceilingz = xs_CRoundToInt(val); break;
case Interp_Sect_Floorheinum: sector[index].floorheinum = (short)xs_CRoundToInt(val); break;
case Interp_Sect_Ceilingheinum: sector[index].ceilingheinum = (short)xs_CRoundToInt(val); break;
case Interp_Sect_FloorPanX: sector[index].floorxpan_ = float(val); break;
case Interp_Sect_FloorPanY: sector[index].floorypan_ = float(val); break;
case Interp_Sect_CeilingPanX: sector[index].ceilingxpan_ = float(val); break;
case Interp_Sect_CeilingPanY: sector[index].ceilingypan_ = float(val); break;
case Interp_Wall_X: wall[index].x = xs_CRoundToInt(val); break;
case Interp_Wall_Y: wall[index].y = xs_CRoundToInt(val); break;
case Interp_Wall_PanX: break;
case Interp_Wall_PanY: break;
case Interp_Sprite_Z: sprite[index].z = xs_CRoundToInt(val); break;
}
}
void SetInterpolation(int index, int type)
{
for (unsigned i = 0; i < interpolations.Size(); i++)
{
if (interpolations[i].index == index && interpolations[i].type == type)
return;
}
int n = interpolations.Reserve(1);
interpolations[numinterpolations].curipos = posptr;
interpolations[numinterpolations].oldipos = *posptr;
numinterpolations++;
interpolations[n].index = index;
interpolations[n].type = type;
interpolations[n].old = Get(index, type);
}
void setinterpolation(int *posptr)
void StopInterpolation(int index, int type)
{
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--)
for (unsigned i = 0; i < interpolations.Size(); i++)
{
if (curipos[i] == posptr)
if (interpolations[i].index == index && interpolations[i].type == type)
{
numinterpolations--;
interpolations[i] = interpolations[numinterpolations];
interpolations[i] = interpolations.Last();
interpolations.Pop();
return;
}
}
}
void updateinterpolations(void) // Stick at beginning of domovethings
void UpdateInterpolations()
{
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--)
for (unsigned i = 0; i < interpolations.Size(); i++)
{
bakipos[i] = *curipos[i];
odelta = ndelta;
ndelta = (*curipos[i]) - oldipos[i];
if (odelta != ndelta)
j = FixedMul(ndelta, smoothratio);
*curipos[i] = oldipos[i] + j;
interpolations[i].old = Get(interpolations[i].index, interpolations[i].type);
}
}
void restoreinterpolations(bool force) // Stick at end of drawscreen
void Dointerpolations(float smoothratio)
{
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];
for (unsigned i = 0; i < interpolations.Size(); i++)
{
double bak;
interpolations[i].bak = bak = Get(interpolations[i].index, interpolations[i].type);
double old = interpolations[i].old;
Set(interpolations[i].index, interpolations[i].type, old + (bak - old) * smoothratio);
}
}
void togglespriteinterpolation(spritetype *sp, int set)
void RestoreInterpolations()
{
auto func = set ? setinterpolation : stopinterpolation;
func(&sp->x);
func(&sp->y);
func(&sp->z);
for (unsigned i = 0; i < interpolations.Size(); i++)
{
Set(interpolations[i].index, interpolations[i].type, interpolations[i].bak);
}
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Interpolation& w, Interpolation* def)
{
if (arc.BeginObject(keyname))
{
arc ("index", w.index)
("type", w.type)
.EndObject();
}
if (arc.isReading())
{
w.old = Get(w.index, w.type);
}
return arc;
}
void SerializeInterpolations(FSerializer& arc)
{
arc("interpolations", interpolations);
}

28
source/core/interpolate.h Normal file
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@ -0,0 +1,28 @@
#pragma once
enum EInterpolationType
{
Interp_Sect_Floorz,
Interp_Sect_Ceilingz,
Interp_Sect_Floorheinum,
Interp_Sect_Ceilingheinum,
Interp_Sect_FloorPanX,
Interp_Sect_FloorPanY,
Interp_Sect_CeilingPanX,
Interp_Sect_CeilingPanY,
Interp_Wall_X,
Interp_Wall_Y,
Interp_Wall_PanX,
Interp_Wall_PanY,
Interp_Sprite_Z,
};
void StartInterpolation(int index, int type);
void StopInterpolation(int index, int type);
void UpdateInterpolations();
void DoInterpolations(double smoothratio);
void RestoreInterpolations();
void SerializeInterpolations(FSerializer& arc);

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@ -55,6 +55,7 @@
#include "statusbar.h"
#include "gamestate.h"
#include "razemenu.h"
#include "interpolate.h"
sectortype sectorbackup[MAXSECTORS];
@ -644,6 +645,8 @@ void SerializeMap(FSerializer& arc)
("pskybits", pskybits_override)
("numsprites", Numsprites);
SerializeInterpolations(arc);
if (arc.BeginArray("picanm")) // write this in the most compact form available.
{
for (int i = 0; i < MAXTILES; i++)