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- Floatify smoothratio
for render_drawrooms()
and `render_camtex().
This commit is contained in:
parent
01d185dc6b
commit
8f2d6f0779
3 changed files with 9 additions and 10 deletions
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@ -305,7 +305,7 @@ static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
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void animatecamsprite(double s);
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void animatecamsprite(double s);
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void render_drawrooms(DCoreActor* playersprite, const DVector3& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double smoothratio, float fov)
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void render_drawrooms(DCoreActor* playersprite, const DVector3& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double interpfrac, float fov)
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{
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{
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checkRotatedWalls();
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checkRotatedWalls();
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@ -320,8 +320,7 @@ void render_drawrooms(DCoreActor* playersprite, const DVector3& position, int se
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// Get this before everything else
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// Get this before everything else
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum, angle, horizon, rollang, fov);
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum, angle, horizon, rollang, fov);
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if (cl_capfps) r_viewpoint.TicFrac = 1.;
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r_viewpoint.TicFrac = !cl_capfps ? interpfrac : 1.;
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else r_viewpoint.TicFrac = smoothratio * (1./MaxSmoothRatio);
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screen->mLights->Clear();
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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screen->mViewpoints->Clear();
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@ -360,7 +359,7 @@ void render_drawrooms(DCoreActor* playersprite, const DVector3& position, int se
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All.Unclock();
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All.Unclock();
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}
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}
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void render_camtex(DCoreActor* playersprite, const DVector3& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio)
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void render_camtex(DCoreActor* playersprite, const DVector3& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double interpfrac)
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{
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{
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updatesector(position, §);
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updatesector(position, §);
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if (!sect) return;
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if (!sect) return;
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@ -371,7 +370,7 @@ void render_camtex(DCoreActor* playersprite, const DVector3& position, sectortyp
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float ratio = camtex->GetDisplayWidth() / camtex->GetDisplayHeight();
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float ratio = camtex->GetDisplayWidth() / camtex->GetDisplayHeight();
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum(sect), angle, horizon, rollang);
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FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum(sect), angle, horizon, rollang);
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if (cl_capfps) r_viewpoint.TicFrac = smoothratio;
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r_viewpoint.TicFrac = !cl_capfps ? interpfrac : 1.;
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RenderViewpoint(r_viewpoint, &rect, r_viewpoint.FieldOfView.Degrees(), ratio, ratio, false, false);
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RenderViewpoint(r_viewpoint, &rect, r_viewpoint.FieldOfView.Degrees(), ratio, ratio, false, false);
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All.Unclock();
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All.Unclock();
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@ -5,16 +5,16 @@
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class FSerializer;
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class FSerializer;
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struct IntRect;
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struct IntRect;
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void render_drawrooms(DCoreActor* playersprite, const DVector3& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double smoothratio, float fov = -1);
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void render_drawrooms(DCoreActor* playersprite, const DVector3& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double interpfrac, float fov = -1);
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void render_camtex(DCoreActor* playersprite, const DVector3& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio);
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void render_camtex(DCoreActor* playersprite, const DVector3& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double interpfrac);
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inline void render_drawrooms(DCoreActor* playersprite, const vec3_t& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double smoothratio, float fov = -1)
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inline void render_drawrooms(DCoreActor* playersprite, const vec3_t& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double smoothratio, float fov = -1)
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{
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{
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render_drawrooms(playersprite, DVector3(position.X * inttoworld, position.Y * inttoworld, position.Z * zinttoworld), sectnum, angle, horizon, rollang, smoothratio, fov);
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render_drawrooms(playersprite, DVector3(position.X * inttoworld, position.Y * inttoworld, position.Z * zinttoworld), sectnum, angle, horizon, rollang, smoothratio * (1. / MaxSmoothRatio), fov);
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}
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}
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inline void render_camtex(DCoreActor* playersprite, const vec3_t& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio)
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inline void render_camtex(DCoreActor* playersprite, const vec3_t& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio)
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{
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{
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render_camtex(playersprite, DVector3(position.X* inttoworld, position.Y * inttoworld, position.Z* zinttoworld), sect, angle, horizon, rollang, camtex, rect, smoothratio);
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render_camtex(playersprite, DVector3(position.X* inttoworld, position.Y * inttoworld, position.Z* zinttoworld), sect, angle, horizon, rollang, camtex, rect, smoothratio * (1. / MaxSmoothRatio));
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}
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}
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struct PortalDesc
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struct PortalDesc
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@ -304,7 +304,7 @@ void DrawView(double interpfrac, bool sceneonly)
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if (!nFreeze && !sceneonly)
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if (!nFreeze && !sceneonly)
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DrawWeapons(interpfrac);
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DrawWeapons(interpfrac);
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render_drawrooms(nullptr, nCamerapos, sectnum(pSector), nCameraang, nCamerapan, rotscrnang, interpfrac * MaxSmoothRatio);
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render_drawrooms(nullptr, nCamerapos, sectnum(pSector), nCameraang, nCamerapan, rotscrnang, interpfrac);
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if (HavePLURemap())
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if (HavePLURemap())
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{
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{
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