Commit graph

14 commits

Author SHA1 Message Date
helixhorned
b2162f554d New utility ivfrate(.exe) and a couple of small VP8 changes.
The command-line utility can query and set the frame rate of IVF files, since
apparently encoders don't care too much about setting proper values in the IVF
header.  Also, add the utility to the synthesis build.

On the playback side in EDuke32, get rid of the 1/(2*fps) "correction" if the
FPS numerator is <1000 (presumably used in older encoders) and properly print
the frame rate's fractional part.

git-svn-id: https://svn.eduke32.com/eduke32@3131 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-08 20:17:23 +00:00
hendricks266
fcf9beae6a Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.

(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-05 02:49:08 +00:00
helixhorned
c9558d5ab4 VPX: print determined frame rate to the log.
Currently, the FPS determination is based on libvpx's vpxdec.c code, which uses
the FPS provided in the IVF file in one case, and simply sets it to 30 FPS in
the other.  For the first case, a "correction" is carried out for something
which the comments suggest to originate from other (old?) VPX encoder versions.

git-svn-id: https://svn.eduke32.com/eduke32@3110 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-03 19:32:45 +00:00
helixhorned
2d3fe5083d Fix compilation on Debian 6.0 (Squeeze).
git-svn-id: https://svn.eduke32.com/eduke32@3026 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-24 21:09:34 +00:00
helixhorned
ba2a0c602e VP8: clamp GL texture to edge if possible, preventing potential stray lines
git-svn-id: https://svn.eduke32.com/eduke32@2834 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-13 18:21:00 +00:00
helixhorned
5802857eb7 VP8: collect times while playing the video and print a summary to the log afterwards.
git-svn-id: https://svn.eduke32.com/eduke32@2832 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-13 18:20:55 +00:00
helixhorned
43fe858652 VP8: unroll 3 planes -> packed conversion loop.
On an AMD Phenom II X4 system with generic memory modules, this brings down
the mean time for this conversion from 16.5 to 10.5 ms.
(GCC 4.6.1, optimized build)

git-svn-id: https://svn.eduke32.com/eduke32@2830 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-13 18:20:43 +00:00
helixhorned
f826ffb4d0 In VPX 3 planed --> packed conversion code, pull constant expressions out of
the loop.  For the release build and the test animation, this lowers the time
to 3-4 ms per conversion of one frame on my desktop machine.

git-svn-id: https://svn.eduke32.com/eduke32@2241 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-10 23:43:33 +00:00
helixhorned
6fc7e5b683 Remove some warnings with clang, code-side changes.
git-svn-id: https://svn.eduke32.com/eduke32@2158 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-09 19:08:29 +00:00
helixhorned
63805a025b Fix building with both LTO and VPX support enabled. Specifically, don't use
the 'optimize' function attribute if LTO is enabled.

git-svn-id: https://svn.eduke32.com/eduke32@2107 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-10 21:47:03 +00:00
helixhorned
d016dbd5e4 Comment out some unnecessary lines in animvpx.c
git-svn-id: https://svn.eduke32.com/eduke32@2083 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-27 13:13:51 +00:00
helixhorned
195ed466e3 VPX: in 3 planes -> packed format conversion code, group together the
three individual loops and compile the enclosing function at -O3 (-O1 for
debugging builds). Now, the time for this conversion ranges from 7 to 18
ms per frame across various tested machines, a clear improvement.

git-svn-id: https://svn.eduke32.com/eduke32@2042 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-25 15:11:11 +00:00
helixhorned
7e9b2eae0f * Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.
* New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers.

* Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected;  Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them).

* some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.


git-svn-id: https://svn.eduke32.com/eduke32@1943 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-24 15:15:57 +00:00
helixhorned
8b6857b360 VP8 video playback as (side-by-side) replacement of ANM moving pictures.
Usage: For an ANM file <somefile>.anm/ANM, EDuke32 looks for <somefile>.ivf, which is the VP8 stream transported by an IVF container. It can be extracted from a WebM file with e.g.

  mkvextract tracks <filename>.webm 1:<filename>.ivf
  (part of Mkvtoolnix, the Matroska toolset)

Libvpx is required, and the 'YUV'-->RGB conversion is implemented using a fragment shader, so it's for OpenGL modes only. Also, this commit doesn't enable the code.

Unfinished: sound, aspect correction for fullscreen w/ non-square pixels, ... ?
---

Make MAXNODESPERLINE in engine_priv.h actually a macro that depends on MAXYSAVES and MAXDIM instead of using the obsolete precomputed value. I think this might have been the cause for the latest patched-up overhead view crash.


git-svn-id: https://svn.eduke32.com/eduke32@1933 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-18 19:06:29 +00:00