mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
- Blood: Clean up as much Q16.16 smoothratio usage as possible.
This commit is contained in:
parent
96a5954c80
commit
dd23b60810
5 changed files with 54 additions and 56 deletions
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@ -1864,14 +1864,14 @@ void playerProcess(PLAYER* pPlayer)
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}
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ProcessInput(pPlayer);
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int nSpeed = approxDist(actor->int_vel().X, actor->int_vel().Y);
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pPlayer->zViewVel = interpolatedvalue(pPlayer->zViewVel, actor->int_vel().Z, 0x7000 * (1. / MaxSmoothRatio));
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pPlayer->zViewVel = interpolatedvalue(pPlayer->zViewVel, actor->int_vel().Z, FixedToFloat(0x7000));
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int dz = pPlayer->actor->int_pos().Z - pPosture->eyeAboveZ - pPlayer->zView;
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if (dz > 0)
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pPlayer->zViewVel += MulScale(dz << 8, 0xa000, 16);
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else
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pPlayer->zViewVel += MulScale(dz << 8, 0x1800, 16);
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pPlayer->zView += pPlayer->zViewVel >> 8;
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pPlayer->zWeaponVel = interpolatedvalue(pPlayer->zWeaponVel, actor->int_vel().Z, 0x5000 * (1. / MaxSmoothRatio));
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pPlayer->zWeaponVel = interpolatedvalue(pPlayer->zWeaponVel, actor->int_vel().Z, FixedToFloat(0x5000));
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dz = pPlayer->actor->int_pos().Z - pPosture->weaponAboveZ - pPlayer->zWeapon;
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if (dz > 0)
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pPlayer->zWeaponVel += MulScale(dz << 8, 0x8000, 16);
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@ -281,7 +281,7 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
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int nSpeed = approxDist(predict.xvel, predict.yvel);
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predict.zViewVel = interpolatedvalue(predict.zViewVel, predict.zvel, 0x7000 * (1. / MaxSmoothRatio));
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predict.zViewVel = interpolatedvalue(predict.zViewVel, predict.zvel, FixedToFloat(0x7000));
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int dz = predict.z - pPosture->eyeAboveZ - predict.viewz;
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if (dz > 0)
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predict.zViewVel += MulScale(dz << 8, 0xa000, 16);
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@ -289,7 +289,7 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
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predict.zViewVel += MulScale(dz << 8, 0x1800, 16);
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predict.viewz += predict.zViewVel >> 8;
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predict.zWeaponVel = interpolatedvalue(predict.zWeaponVel, predict.zvel, 0x5000 * (1. / MaxSmoothRatio));
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predict.zWeaponVel = interpolatedvalue(predict.zWeaponVel, predict.zvel, FixedToFloat(0x5000));
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dz = predict.z - pPosture->weaponAboveZ - predict.zWeapon;
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if (dz > 0)
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predict.azWeaponVelt44 += MulScale(dz << 8, 0x8000, 16);
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@ -843,15 +843,18 @@ void PathSound(sectortype* pSector, int nSound)
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void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, bool bAllWalls)
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{
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double a2f = FixedToFloat(a2);
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double a3f = FixedToFloat(a3);
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XSECTOR* pXSector = &pSector->xs();
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int v20 = interpolatedvalue(a6, a9, a2 * (1. / MaxSmoothRatio));
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int vc = interpolatedvalue(a6, a9, a3 * (1. / MaxSmoothRatio));
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int v20 = interpolatedvalue(a6, a9, a2f);
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int vc = interpolatedvalue(a6, a9, a3f);
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int v28 = vc - v20;
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int v24 = interpolatedvalue(a7, a10, a2 * (1. / MaxSmoothRatio));
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int v8 = interpolatedvalue(a7, a10, a3 * (1. / MaxSmoothRatio));
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int v24 = interpolatedvalue(a7, a10, a2f);
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int v8 = interpolatedvalue(a7, a10, a3f);
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int v2c = v8 - v24;
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int v44 = interpolatedvalue(a8, a11, a2 * (1. / MaxSmoothRatio));
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int ang = interpolatedvalue(a8, a11, a3 * (1. / MaxSmoothRatio));
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int v44 = interpolatedvalue(a8, a11, a2f);
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int ang = interpolatedvalue(a8, a11, a3f);
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int v14 = ang - v44;
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DVector2 pivot = { a4 * inttoworld, a5 * inttoworld };
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@ -436,7 +436,7 @@ int32_t g_frameRate;
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//
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//---------------------------------------------------------------------------
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static void DrawMap(PLAYER* pPlayer, const double smoothratio)
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static void DrawMap(PLAYER* pPlayer, const double interpfrac)
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{
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int tm = 0;
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if (viewport3d.Left() > 0)
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@ -444,8 +444,8 @@ static void DrawMap(PLAYER* pPlayer, const double smoothratio)
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setViewport(Hud_Stbar);
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tm = 1;
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}
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auto ang = !SyncInput() ? pPlayer->angle.sum() : pPlayer->angle.interpolatedsum(smoothratio * (1. / MaxSmoothRatio));
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DrawOverheadMap(pPlayer->actor->interpolatedpos(smoothratio * (1. / MaxSmoothRatio)).XY(), ang, smoothratio * (1. / MaxSmoothRatio));
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auto ang = !SyncInput() ? pPlayer->angle.sum() : pPlayer->angle.interpolatedsum(interpfrac);
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DrawOverheadMap(pPlayer->actor->interpolatedpos(interpfrac).XY(), ang, interpfrac);
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if (tm)
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setViewport(hud_size);
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}
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@ -456,7 +456,7 @@ static void DrawMap(PLAYER* pPlayer, const double smoothratio)
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//
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//---------------------------------------------------------------------------
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static void SetupView(PLAYER* pPlayer, int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sectortype*& pSector, double& zDelta, double& shakeX, double& shakeY, DAngle& rotscrnang, const double smoothratio)
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static void SetupView(PLAYER* pPlayer, int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sectortype*& pSector, double& zDelta, double& shakeX, double& shakeY, DAngle& rotscrnang, const double interpfrac)
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{
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int bobWidth, bobHeight;
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@ -465,14 +465,14 @@ static void SetupView(PLAYER* pPlayer, int& cX, int& cY, int& cZ, DAngle& cA, fi
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if (numplayers > 1 && pPlayer == gMe && gPrediction && gMe->actor->xspr.health > 0)
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{
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nSectnum = predict.sectnum;
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cX = interpolatedvalue(predictOld.x, predict.x, smoothratio * (1. / MaxSmoothRatio));
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cY = interpolatedvalue(predictOld.y, predict.y, smoothratio * (1. / MaxSmoothRatio));
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cZ = interpolatedvalue(predictOld.viewz, predict.viewz, smoothratio * (1. / MaxSmoothRatio));
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zDelta = interpolatedvalue(predictOld.weaponZ, predict.weaponZ, smoothratio * (1. / MaxSmoothRatio));
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bobWidth = interpolatedvalue(predictOld.bobWidth, predict.bobWidth, smoothratio * (1. / MaxSmoothRatio));
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bobHeight = interpolatedvalue(predictOld.bobHeight, predict.bobHeight, smoothratio * (1. / MaxSmoothRatio));
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shakeX = interpolatedvalue(predictOld.shakeBobX, predict.shakeBobX, smoothratio * (1. / MaxSmoothRatio));
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shakeY = interpolatedvalue(predictOld.shakeBobY, predict.shakeBobY, smoothratio * (1. / MaxSmoothRatio));
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cX = interpolatedvalue(predictOld.x, predict.x, interpfrac);
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cY = interpolatedvalue(predictOld.y, predict.y, interpfrac);
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cZ = interpolatedvalue(predictOld.viewz, predict.viewz, interpfrac);
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zDelta = interpolatedvalue(predictOld.weaponZ, predict.weaponZ, interpfrac);
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bobWidth = interpolatedvalue(predictOld.bobWidth, predict.bobWidth, interpfrac);
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bobHeight = interpolatedvalue(predictOld.bobHeight, predict.bobHeight, interpfrac);
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shakeX = interpolatedvalue(predictOld.shakeBobX, predict.shakeBobX, interpfrac);
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shakeY = interpolatedvalue(predictOld.shakeBobY, predict.shakeBobY, interpfrac);
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if (!SyncInput())
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{
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@ -482,22 +482,22 @@ static void SetupView(PLAYER* pPlayer, int& cX, int& cY, int& cZ, DAngle& cA, fi
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}
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else
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{
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cA = interpolatedvalue(predictOld.angle + predictOld.look_ang, predict.angle + predict.look_ang, smoothratio * (1. / MaxSmoothRatio));
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cH = interpolatedvalue(predictOld.horiz + predictOld.horizoff, predict.horiz + predict.horizoff, smoothratio);
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rotscrnang = interpolatedvalue(predictOld.rotscrnang, predict.rotscrnang, smoothratio * (1. / MaxSmoothRatio));
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cA = interpolatedvalue(predictOld.angle + predictOld.look_ang, predict.angle + predict.look_ang, interpfrac);
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cH = interpolatedvalue(predictOld.horiz + predictOld.horizoff, predict.horiz + predict.horizoff, interpfrac);
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rotscrnang = interpolatedvalue(predictOld.rotscrnang, predict.rotscrnang, interpfrac);
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}
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}
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else
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#endif
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{
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cX = interpolatedvalue(pPlayer->actor->opos.X, pPlayer->actor->spr.pos.X, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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cY = interpolatedvalue(pPlayer->actor->opos.Y, pPlayer->actor->spr.pos.Y, smoothratio * (1. / MaxSmoothRatio)) * worldtoint;
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cZ = interpolatedvalue(pPlayer->ozView, pPlayer->zView, smoothratio * (1. / MaxSmoothRatio));
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zDelta = interpolatedvalue<double>(pPlayer->ozWeapon, pPlayer->zWeapon - pPlayer->zView - (12 << 8), smoothratio * (1. / MaxSmoothRatio));
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bobWidth = interpolatedvalue(pPlayer->obobWidth, pPlayer->bobWidth, smoothratio * (1. / MaxSmoothRatio));
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bobHeight = interpolatedvalue(pPlayer->obobHeight, pPlayer->bobHeight, smoothratio * (1. / MaxSmoothRatio));
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shakeX = interpolatedvalue<double>(pPlayer->oswayWidth, pPlayer->swayWidth, smoothratio * (1. / MaxSmoothRatio));
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shakeY = interpolatedvalue<double>(pPlayer->oswayHeight, pPlayer->swayHeight, smoothratio * (1. / MaxSmoothRatio));
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cX = interpolatedvalue(pPlayer->actor->opos.X, pPlayer->actor->spr.pos.X, interpfrac) * worldtoint;
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cY = interpolatedvalue(pPlayer->actor->opos.Y, pPlayer->actor->spr.pos.Y, interpfrac) * worldtoint;
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cZ = interpolatedvalue(pPlayer->ozView, pPlayer->zView, interpfrac);
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zDelta = interpolatedvalue<double>(pPlayer->ozWeapon, pPlayer->zWeapon - pPlayer->zView - (12 << 8), interpfrac);
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bobWidth = interpolatedvalue(pPlayer->obobWidth, pPlayer->bobWidth, interpfrac);
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bobHeight = interpolatedvalue(pPlayer->obobHeight, pPlayer->bobHeight, interpfrac);
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shakeX = interpolatedvalue<double>(pPlayer->oswayWidth, pPlayer->swayWidth, interpfrac);
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shakeY = interpolatedvalue<double>(pPlayer->oswayHeight, pPlayer->swayHeight, interpfrac);
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if (!SyncInput())
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{
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@ -507,9 +507,9 @@ static void SetupView(PLAYER* pPlayer, int& cX, int& cY, int& cZ, DAngle& cA, fi
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}
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else
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{
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cA = pPlayer->angle.interpolatedsum(smoothratio * (1. / MaxSmoothRatio));
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cH = pPlayer->horizon.interpolatedsum(smoothratio * (1. / MaxSmoothRatio));
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rotscrnang = pPlayer->angle.interpolatedrotscrn(smoothratio * (1. / MaxSmoothRatio));
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cA = pPlayer->angle.interpolatedsum(interpfrac);
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cH = pPlayer->horizon.interpolatedsum(interpfrac);
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rotscrnang = pPlayer->angle.interpolatedrotscrn(interpfrac);
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}
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}
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@ -530,7 +530,7 @@ static void SetupView(PLAYER* pPlayer, int& cX, int& cY, int& cZ, DAngle& cA, fi
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}
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else
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{
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calcChaseCamPos((int*)&cX, (int*)&cY, (int*)&cZ, pPlayer->actor, &pSector, cA, cH, smoothratio);
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calcChaseCamPos((int*)&cX, (int*)&cY, (int*)&cZ, pPlayer->actor, &pSector, cA, cH, interpfrac * MaxSmoothRatio);
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}
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if (pSector != nullptr)
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CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &pSector);
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@ -617,17 +617,12 @@ void viewDrawScreen(bool sceneonly)
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FireProcess();
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}
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double gInterpolate;
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if (!paused && (!M_Active() || gGameOptions.nGameType != 0))
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{
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gInterpolate = !cl_interpolate || cl_capfps ? MaxSmoothRatio : I_GetTimeFrac() * MaxSmoothRatio;
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}
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else gInterpolate = MaxSmoothRatio;
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double interpfrac = !paused && (!M_Active() || gGameOptions.nGameType != 0) || !cl_interpolate || cl_capfps ? 1. : I_GetTimeFrac();
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double gInterpolate = interpfrac * MaxSmoothRatio;
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if (cl_interpolate)
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{
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DoInterpolations(gInterpolate * (1. / MaxSmoothRatio));
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DoInterpolations(interpfrac);
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}
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if (automapMode != am_full)
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@ -656,9 +651,9 @@ void viewDrawScreen(bool sceneonly)
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sectortype* pSector;
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double zDelta;
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double shakeX, shakeY;
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SetupView(pPlayer, cX, cY, cZ, cA, cH, pSector, zDelta, shakeX, shakeY, rotscrnang, gInterpolate);
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SetupView(pPlayer, cX, cY, cZ, cA, cH, pSector, zDelta, shakeX, shakeY, rotscrnang, interpfrac);
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DAngle tilt = interpolatedvalue(gScreenTiltO, gScreenTilt, gInterpolate * (1. / MaxSmoothRatio));
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DAngle tilt = interpolatedvalue(gScreenTiltO, gScreenTilt, interpfrac);
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bool bDelirium = powerupCheck(pPlayer, kPwUpDeliriumShroom) > 0;
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static bool bDeliriumOld = false;
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//int tiltcs, tiltdim;
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@ -675,7 +670,7 @@ void viewDrawScreen(bool sceneonly)
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}
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else
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{
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othercameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16);
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othercameraclock = PlayClock + int(4 * interpfrac);
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}
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if (!bDelirium)
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@ -707,7 +702,7 @@ void viewDrawScreen(bool sceneonly)
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}
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}
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g_relvisibility = (int32_t)(ClipLow(gVisibility - 32 * pPlayer->visibility - brightness, 0)) - g_visibility;
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cA += interpolatedvalue(deliriumTurnO, deliriumTurn, gInterpolate * (1. / MaxSmoothRatio));
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cA += interpolatedvalue(deliriumTurnO, deliriumTurn, interpfrac);
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if (pSector != nullptr)
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{
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@ -737,8 +732,8 @@ void viewDrawScreen(bool sceneonly)
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}
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}
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if (!sceneonly) hudDraw(pPlayer, pSector, shakeX, shakeY, zDelta, basepal, gInterpolate * (1. / MaxSmoothRatio));
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fixedhoriz deliriumPitchI = interpolatedvalue(q16horiz(deliriumPitchO), q16horiz(deliriumPitch), gInterpolate * (1. / MaxSmoothRatio));
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if (!sceneonly) hudDraw(pPlayer, pSector, shakeX, shakeY, zDelta, basepal, interpfrac);
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fixedhoriz deliriumPitchI = interpolatedvalue(q16horiz(deliriumPitchO), q16horiz(deliriumPitch), interpfrac);
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auto bakCstat = pPlayer->actor->spr.cstat;
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pPlayer->actor->spr.cstat |= (gViewPos == 0) ? CSTAT_SPRITE_INVISIBLE : CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP;
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render_drawrooms(pPlayer->actor, vec3_t( cX, cY, cZ ), sectnum(pSector), cA, cH + deliriumPitchI, rotscrnang, gInterpolate);
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@ -750,7 +745,7 @@ void viewDrawScreen(bool sceneonly)
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Collision c1, c2;
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GetZRange(pPlayer->actor, &vf4, &c1, &vec, &c2, nClipDist, 0);
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if (sceneonly) return;
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double look_anghalf = pPlayer->angle.look_anghalf(gInterpolate * (1. / MaxSmoothRatio));
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double look_anghalf = pPlayer->angle.look_anghalf(interpfrac);
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DrawCrosshair(kCrosshairTile, pPlayer->actor->xspr.health >> 4, -look_anghalf, 0, 2);
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#if 0 // This currently does not work. May have to be redone as a hardware effect.
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if (v4 && gNetPlayers > 1)
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@ -788,7 +783,7 @@ void viewDrawScreen(bool sceneonly)
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if (automapMode != am_off)
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{
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DrawMap(pPlayer, gInterpolate);
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DrawMap(pPlayer, interpfrac);
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}
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UpdateStatusBar(pPlayer);
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@ -546,9 +546,9 @@ void UpdateAimVector(PLAYER* pPlayer)
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aim2 = aim;
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RotateVector((int*)&aim2.dx, (int*)&aim2.dy, -plActor->int_ang());
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aim2.dz -= pPlayer->slope;
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pPlayer->relAim.dx = interpolatedvalue(pPlayer->relAim.dx, aim2.dx, pWeaponTrack->aimSpeedHorz * (1. / MaxSmoothRatio));
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pPlayer->relAim.dy = interpolatedvalue(pPlayer->relAim.dy, aim2.dy, pWeaponTrack->aimSpeedHorz * (1. / MaxSmoothRatio));
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pPlayer->relAim.dz = interpolatedvalue(pPlayer->relAim.dz, aim2.dz, pWeaponTrack->aimSpeedVert * (1. / MaxSmoothRatio));
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pPlayer->relAim.dx = interpolatedvalue(pPlayer->relAim.dx, aim2.dx, FixedToFloat(pWeaponTrack->aimSpeedHorz));
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pPlayer->relAim.dy = interpolatedvalue(pPlayer->relAim.dy, aim2.dy, FixedToFloat(pWeaponTrack->aimSpeedHorz));
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pPlayer->relAim.dz = interpolatedvalue(pPlayer->relAim.dz, aim2.dz, FixedToFloat(pWeaponTrack->aimSpeedVert));
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pPlayer->aim = pPlayer->relAim;
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RotateVector((int*)&pPlayer->aim.dx, (int*)&pPlayer->aim.dy, plActor->int_ang());
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pPlayer->aim.dz += pPlayer->slope;
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