mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
Working commit for animation smoothing. Pretty much breaks everything that relied on fixed-frame transitions (muzzledlashes) but makes stuff look good otherwise. Needs a DEF-hook to control which frames should be smoothed.
git-svn-id: https://svn.eduke32.com/eduke32@530 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
b54b8e1e6b
commit
fc613042a0
2 changed files with 71 additions and 21 deletions
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@ -858,7 +858,7 @@ int mdpause;
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static void updateanimation (md2model *m, spritetype *tspr)
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{
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mdanim_t *anim;
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long i, j;
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long i, j, k;
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int fps;
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if (mdpause)
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@ -874,11 +874,45 @@ static void updateanimation (md2model *m, spritetype *tspr)
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for (anim = m->animations;
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anim && anim->startframe != m->cframe;
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anim = anim->next) ;
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if (!anim) { m->interpol = 0; return; }
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if (!anim) {
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if (r_animsmoothing && (spriteext[tspr->owner].mdoldframe != m->cframe))
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{
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if (spriteext[tspr->owner].mdsmooth == 0)
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{
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spriteext[tspr->owner].mdanimtims = mdtims;
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m->interpol = 0;
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spriteext[tspr->owner].mdsmooth = 1;
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spriteext[tspr->owner].mdcurframe = m->cframe;
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}
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if (r_animsmoothing && (spriteext[tspr->owner].mdcurframe != m->cframe))
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{
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spriteext[tspr->owner].mdanimtims = mdtims;
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m->interpol = 0;
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spriteext[tspr->owner].mdsmooth = 1;
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spriteext[tspr->owner].mdoldframe = spriteext[tspr->owner].mdcurframe;
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spriteext[tspr->owner].mdcurframe = m->cframe;
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}
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}
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else if (r_animsmoothing && (spriteext[tspr->owner].mdcurframe != m->cframe))
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{
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spriteext[tspr->owner].mdanimtims = mdtims;
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m->interpol = 0;
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spriteext[tspr->owner].mdsmooth = 1;
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spriteext[tspr->owner].mdoldframe = spriteext[tspr->owner].mdcurframe;
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spriteext[tspr->owner].mdcurframe = m->cframe;
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}
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else
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{
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m->interpol = 0;
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return;
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}
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}
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if (((long)spriteext[tspr->owner].mdanimcur) != anim->startframe ||
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if (anim && ((long)spriteext[tspr->owner].mdanimcur) != anim->startframe ||
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(spriteext[tspr->owner].flags & SPREXT_NOMDANIM))
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{
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if (spriteext[tspr->owner].flags & SPREXT_NOMDANIM) OSD_Printf("SPREXT_NOMDANIM\n");
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OSD_Printf("smooth launched ! oldanim %i new anim %i\n", spriteext[tspr->owner].mdanimcur, anim->startframe);
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spriteext[tspr->owner].mdanimcur = (short)anim->startframe;
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spriteext[tspr->owner].mdanimtims = mdtims;
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m->interpol = 0;
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@ -887,44 +921,60 @@ if (!anim) { m->interpol = 0; return; }
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m->cframe = m->nframe = anim->startframe;
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return;
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}
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m->nframe = anim->startframe;
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m->cframe = spriteext[tspr->owner].mdoldframe;
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spriteext[tspr->owner].mdsmooth = 1;
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return;
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}
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if (spriteext[tspr->owner].mdsmooth)
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fps = anim->fpssc / r_animsmoothing;
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fps = ((anim) ? anim->fpssc : 1500) / r_animsmoothing;
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else
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fps = anim->fpssc;
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i = (mdtims-spriteext[tspr->owner].mdanimtims)*((fps*timerticspersec)/120);
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j = ((anim->endframe+1-anim->startframe)<<16);
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if (anim)
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j = ((anim->endframe+1-anim->startframe)<<16);
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else
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j = 65535;
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//Just in case you play the game for a VERY long time...
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if (i < 0) { i = 0; spriteext[tspr->owner].mdanimtims = mdtims; }
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//compare with j*2 instead of j to ensure i stays > j-65536 for MDANIM_ONESHOT
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if ((i >= j+j) && (fps)) //Keep mdanimtims close to mdtims to avoid the use of MOD
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if ((anim) && (i >= j+j) && (fps)) //Keep mdanimtims close to mdtims to avoid the use of MOD
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spriteext[tspr->owner].mdanimtims += j/((fps*timerticspersec)/120);
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if (anim->flags&MDANIM_ONESHOT)
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k = i;
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if (anim && (anim->flags&MDANIM_ONESHOT))
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{ if (i > j-65536) i = j-65536; }
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else { if (i >= j) { i -= j; if (i >= j) i %= j; } }
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if (r_animsmoothing)
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if (r_animsmoothing && spriteext[tspr->owner].mdsmooth)
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{
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m->nframe = (i>>16)+anim->startframe;
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if (m->nframe != spriteext[tspr->owner].mdcurframe)
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{
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spriteext[tspr->owner].mdoldframe = spriteext[tspr->owner].mdcurframe;
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spriteext[tspr->owner].mdcurframe = m->nframe;
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}
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m->nframe = (anim) ? anim->startframe : spriteext[tspr->owner].mdcurframe;
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m->cframe = spriteext[tspr->owner].mdoldframe;
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if (m->nframe > anim->startframe)
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//OSD_Printf("smoothing... cframe %i nframe %i\n", m->cframe, m->nframe);
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if (k > 65535)
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{
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spriteext[tspr->owner].mdanimtims = mdtims;
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m->interpol = 0;
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spriteext[tspr->owner].mdsmooth = 0;
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m->cframe = m->nframe = (anim) ? anim->startframe : spriteext[tspr->owner].mdcurframe;
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spriteext[tspr->owner].mdoldframe = m->cframe;
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//OSD_Printf("smooth stopped !\n");
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return;
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}
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}
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else
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{
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m->cframe = (i>>16)+anim->startframe;
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m->nframe = m->cframe+1; if (m->nframe > anim->endframe) m->nframe = anim->startframe;
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spriteext[tspr->owner].mdoldframe = m->cframe;
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//OSD_Printf("not smoothing... cframe %i nframe %i\n", m->cframe, m->nframe);
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}
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m->interpol = ((float)(i&65535))/65536.f;
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//OSD_Printf("interpol %f\n", m->interpol);
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}
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// VBO generation and allocation
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioProject
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ProjectType="Visual C++"
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Version="8,00"
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Version="8.00"
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Name="eduke32"
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ProjectGUID="{8E7A6179-0B72-4073-8A4C-E8682D481DAE}"
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RootNamespace="eduke32"
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@ -44,11 +44,11 @@
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>
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<Tool
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Name="VCNMakeTool"
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BuildCommandLine="nmake /f Makefile.msvc DEBUG=1 NOASM=1"
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ReBuildCommandLine="nmake /f Makefile.msvc veryclean all DEBUG=1 NOASM=1"
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BuildCommandLine="nmake /f Makefile.msvc DEBUG=1"
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ReBuildCommandLine="nmake /f Makefile.msvc veryclean all DEBUG=1"
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CleanCommandLine="nmake /f Makefile.msvc veryclean"
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Output="eduke32.exe"
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PreprocessorDefinitions="WIN32;_DEBUG;SUPERBUILD;POLYMOST;USE_OPENGL;NOCOPYPROTECT;RENDERTYPEWIN;NOASM;ENGINE_USING_A_C"
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PreprocessorDefinitions="WIN32;_DEBUG;SUPERBUILD;POLYMOST;USE_OPENGL;NOCOPYPROTECT;RENDERTYPEWIN"
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IncludeSearchPath=""
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ForcedIncludes=""
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AssemblySearchPath=""
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@ -694,11 +694,11 @@
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>
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</File>
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<File
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RelativePath=".\source\jmact\develop.h"
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RelativePath=".\source\develop.h"
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>
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</File>
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<File
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RelativePath=".\source\develop.h"
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RelativePath=".\source\jmact\develop.h"
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>
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</File>
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<File
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