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https://github.com/ZDoom/raze-gles.git
synced 2025-01-27 17:30:51 +00:00
- Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match.
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parent
bd23ea144c
commit
99508e6f15
10 changed files with 73 additions and 34 deletions
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@ -387,6 +387,11 @@ inline constexpr int32_t interpolatedangle(int32_t oang, int32_t ang, int const
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return oang + MulScale(((ang + 1024 - oang) & 2047) - 1024, smoothratio, scale);
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}
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inline constexpr double interpolatedanglef(double oang, double ang, double const smoothratio, int const scale = 16)
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{
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return oang + MulScaleF(fmod((ang + 1024. - oang), 2048.) - 1024., smoothratio, scale);
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}
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inline constexpr binangle interpolatedangle(binangle oang, binangle ang, double const smoothratio, int const scale = 16)
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{
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return bamang(oang.asbam() + MulScale(((ang.asbam() + 0x80000000 - oang.asbam()) & 0xFFFFFFFF) - 0x80000000, int(smoothratio), scale));
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@ -50,9 +50,9 @@
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F2DDrawer twodpsp;
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void hud_drawsprite(double sx, double sy, int z, double a, int picnum, int dashade, int dapalnum, int dastat, double alpha)
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void hud_drawsprite(double sx, double sy, double sz, double a, int picnum, int dashade, int dapalnum, int dastat, double alpha)
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{
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double dz = z / 65536.;
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sz *= 1. / 65536.;
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alpha *= (dastat & RS_TRANS1)? glblend[0].def[!!(dastat & RS_TRANS2)].alpha : 1.;
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int palid = TRANSLATION(Translation_Remap + curbasepal, dapalnum);
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@ -62,7 +62,7 @@ void hud_drawsprite(double sx, double sy, int z, double a, int picnum, int dasha
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auto tex = tileGetTexture(picnum);
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DrawTexture(&twodpsp, tex, sx, sy,
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DTA_ScaleX, dz, DTA_ScaleY, dz,
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DTA_ScaleX, sz, DTA_ScaleY, sz,
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DTA_Color, shadeToLight(dashade),
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DTA_TranslationIndex, palid,
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DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y,
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@ -5,4 +5,4 @@
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extern F2DDrawer twodpsp;
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void DrawRateStuff();
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void hud_drawsprite(double sx, double sy, int z, double a, int picnum, int dashade, int dapalnum, int dastat, double alpha = 1);
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void hud_drawsprite(double sx, double sy, double sz, double a, int picnum, int dashade, int dapalnum, int dastat, double alpha = 1);
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@ -127,14 +127,14 @@ void hudDraw(PLAYER *gView, int nSectnum, double bobx, double boby, double zDelt
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}
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#ifdef NOONE_EXTENSIONS
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if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette, int(smoothratio));
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else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette, int(smoothratio));
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if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette, smoothratio);
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else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette, smoothratio);
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else {
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gView->sceneQav = gView->weaponQav = -1;
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gView->weaponTimer = gView->curWeapon = 0;
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}
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#else
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WeaponDraw(gView, nShade, cX, cY, nPalette, int(smoothratio));
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WeaponDraw(gView, nShade, cX, cY, nPalette, smoothratio);
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#endif
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}
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if (gViewPos == 0 && gView->pXSprite->burnTime > 60)
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@ -46,7 +46,7 @@ struct PLAYER;
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extern QAV* weaponQAV[];
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void WeaponInit(void);
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void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, int smoothratio);
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void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, double smoothratio);
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void WeaponRaise(PLAYER *pPlayer);
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void WeaponLower(PLAYER *pPlayer);
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int WeaponUpgrade(PLAYER *pPlayer, int newWeapon);
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@ -6180,7 +6180,7 @@ void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene) {
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}
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}
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, int smoothratio) {
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, double smoothratio) {
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if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
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QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
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@ -6189,7 +6189,7 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, i
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if (pQavScene->qavResrc != NULL) {
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QAV* pQAV = pQavScene->qavResrc;
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int v4 = (pPlayer->weaponTimer == 0) ? ((PlayClock + MulScale(4, smoothratio, 16)) % pQAV->duration) : pQAV->duration - pPlayer->weaponTimer;
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int v4 = (pPlayer->weaponTimer == 0) ? ((PlayClock + MulScale(4, int(smoothratio), 16)) % pQAV->duration) : pQAV->duration - pPlayer->weaponTimer;
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int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
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if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32))) {
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@ -6200,13 +6200,13 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, i
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if (!(pSprite->flags & kModernTypeFlag1)) {
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pQAV->x = int(a3); pQAV->y = int(a4);
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pQAV->Draw(a3, a4, v4, flags, a2, a5, true);
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pQAV->Draw(a3, a4, v4, flags, a2, a5, true, smoothratio);
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// draw fullscreen (currently 4:3 only)
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} else {
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// What an awful hack. This throws proper ordering out of the window, but there is no way to reproduce this better with strict layering of elements.
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// From the above commit it seems to be incomplete anyway...
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pQAV->Draw(v4, flags, a2, a5, false);
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pQAV->Draw(v4, flags, a2, a5, false, smoothratio);
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}
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}
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@ -384,7 +384,7 @@ void playerDeactivateShrooms(PLAYER* pPlayer);
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QAV* playerQavSceneLoad(int qavId);
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void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene);
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void playerQavScenePlay(PLAYER* pPlayer);
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, int smoothratio);
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, double smoothratio);
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void playerQavSceneReset(PLAYER* pPlayer);
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// ------------------------------------------------------------------------- //
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void callbackUniMissileBurst(int nSprite);
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@ -34,18 +34,16 @@ BEGIN_BLD_NS
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extern void (*qavClientCallback[])(int, void *);
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void DrawFrame(double x, double y, TILE_FRAME *pTile, int stat, int shade, int palnum, bool to3dview)
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void DrawFrame(double x, double y, double z, double a, TILE_FRAME *pTile, int stat, int shade, int palnum, bool to3dview)
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{
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stat |= pTile->stat;
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x += pTile->x;
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y += pTile->y;
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if (palnum <= 0) palnum = pTile->palnum;
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if (!to3dview)
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{
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auto tex = tileGetTexture(pTile->picnum);
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double scale = pTile->z/65536.;
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double angle = pTile->angle * BAngToDegree;
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double scale = z * (1. / 65536.);
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double angle = a * BAngToDegree;
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int renderstyle = (stat & RS_NOMASK)? STYLE_Normal : STYLE_Translucent;
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double alpha = (stat & RS_TRANS1)? glblend[0].def[!!(stat & RS_TRANS2)].alpha : 1.;
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int pin = (stat & kQavOrientationLeft)? -1 : (stat & RS_ALIGN_R)? 1:0;
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@ -70,26 +68,61 @@ void DrawFrame(double x, double y, TILE_FRAME *pTile, int stat, int shade, int p
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if ((stat & kQavOrientationLeft)) stat |= RS_ALIGN_L;
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stat &= ~kQavOrientationLeft;
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hud_drawsprite(x, y, pTile->z, pTile->angle, pTile->picnum, pTile->shade + shade, palnum, stat);
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hud_drawsprite(x, y, z, a, pTile->picnum, pTile->shade + shade, palnum, stat);
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}
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}
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void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview)
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void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio)
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{
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assert(ticksPerFrame > 0);
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int nFrame = ticks / ticksPerFrame;
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assert(nFrame >= 0 && nFrame < nFrames);
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FRAMEINFO *pFrame = &frames[nFrame];
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FRAMEINFO *thisFrame = &frames[nFrame];
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if ((nFrame == (nFrames - 1)) && !lastframetic)
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{
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lastframetic = ticks;
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}
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else if (lastframetic > ticks)
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{
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lastframetic = 0;
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}
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int oFrame = nFrame == 0 || (lastframetic && ticks > lastframetic) ? nFrame : nFrame - 1;
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assert(oFrame >= 0 && oFrame < nFrames);
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FRAMEINFO *prevFrame = &frames[oFrame];
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for (int i = 0; i < 8; i++)
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{
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if (pFrame->tiles[i].picnum > 0)
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DrawFrame(x, y, &pFrame->tiles[i], stat, shade, palnum, to3dview);
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}
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}
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auto* thisTile = &thisFrame->tiles[i];
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auto* prevTile = &prevFrame->tiles[i];
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void QAV::Draw(int ticks, int stat, int shade, int palnum, bool to3dview)
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{
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Draw(x, y, ticks, stat, shade, palnum, to3dview);
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if (thisTile->picnum > 0)
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{
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double tileX = x;
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double tileY = y;
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double tileZ;
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double tileA;
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if ((nFrames > 1) && (nFrame != oFrame) && (thisTile->picnum == prevTile->picnum) && (smoothratio != MaxSmoothRatio))
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{
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tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio);
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tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);
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tileZ = interpolatedvaluef(prevTile->z, thisTile->z, smoothratio);
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tileA = interpolatedanglef(prevTile->angle, thisTile->angle, smoothratio);
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}
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else
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{
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tileX += thisTile->x;
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tileY += thisTile->y;
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tileZ = thisTile->z;
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tileA = thisTile->angle;
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}
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DrawFrame(tileX, tileY, tileZ, tileA, thisTile, stat, shade, palnum, to3dview);
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}
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}
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}
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@ -77,10 +77,11 @@ struct QAV
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int y; // 18
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int nSprite; // 1c
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//SPRITE *pSprite; // 1c
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char pad3[4]; // 20
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char pad3[3]; // 20
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char lastframetic;
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FRAMEINFO frames[1]; // 24
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void Draw(int ticks, int stat, int shade, int palnum, bool in3dscene);
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void Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool in3dscene);
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void Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536);
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void Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536) { Draw(x, y, ticks, stat, shade, palnum, to3dview, smoothratio); }
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void Play(int, int, int, void *);
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void Precache(int palette = 0);
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};
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@ -255,7 +255,7 @@ bool isOriginalQAV()
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return cached;
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}
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void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum, int smoothratio)
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void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum, double smoothratio)
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{
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assert(pPlayer != NULL);
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if (pPlayer->weaponQav == -1)
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@ -268,7 +268,7 @@ void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum
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// Double shotgun fix from BloodGDX.
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if (/*!IsOriginalDemo() &&*/ (pPlayer->weaponState == -1 || (pPlayer->curWeapon == 3 && pPlayer->weaponState == 7))/* && isOriginalQAV()*/)
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duration = pQAV->duration - 1;
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else duration = (PlayClock + MulScale(4, smoothratio, 16)) % pQAV->duration;
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else duration = (PlayClock + MulScale(4, int(smoothratio), 16)) % pQAV->duration;
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}
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else duration = pQAV->duration - pPlayer->weaponTimer;
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@ -281,7 +281,7 @@ void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum
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shade = -128;
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flags |= 1;
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}
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pQAV->Draw(xpos, ypos, duration, flags, shade, palnum, true);
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pQAV->Draw(xpos, ypos, duration, flags, shade, palnum, true, smoothratio);
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}
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void WeaponPlay(PLAYER *pPlayer)
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