Menu interpolation (renderdeltatics)

`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.

Co-Authored-By: Eidolon <furyhunter600@gmail.com>
This commit is contained in:
Sally Coolatta 2021-11-29 07:23:04 -05:00
parent 5325431450
commit f16b567319
5 changed files with 23 additions and 11 deletions

View file

@ -155,7 +155,6 @@ event_t events[MAXEVENTS];
INT32 eventhead, eventtail;
boolean dedicated = false;
boolean tic_happened = false; // Frame interpolation/uncapped
//
// D_PostEvent
@ -773,13 +772,25 @@ void D_SRB2Loop(void)
realtics = 1;
// process tics (but maybe not if realtic == 0)
tic_happened = realtics ? true : false;
TryRunTics(realtics);
if (cv_frameinterpolation.value == 1)
rendertimefrac = I_GetTimeFrac();
{
fixed_t entertimefrac = I_GetTimeFrac();
// renderdeltatics is a bit awkard to evaluate, since the system time interface is whole tic-based
renderdeltatics = realtics * FRACUNIT;
if (entertimefrac > rendertimefrac)
renderdeltatics += entertimefrac - rendertimefrac;
else
renderdeltatics -= rendertimefrac - entertimefrac;
rendertimefrac = entertimefrac;
}
else
{
rendertimefrac = FRACUNIT;
renderdeltatics = realtics * FRACUNIT;
}
if (cv_frameinterpolation.value == 1)
{

View file

@ -26,7 +26,6 @@ extern char srb2home[256]; //Alam: My Home
extern boolean usehome; //Alam: which path?
extern const char *pandf; //Alam: how to path?
extern char srb2path[256]; //Alam: SRB2's Home
extern boolean tic_happened; // Frame interpolation/uncapped
// the infinite loop of D_SRB2Loop() called from win_main for windows version
void D_SRB2Loop(void) FUNCNORETURN;

View file

@ -6687,7 +6687,6 @@ INT32 HWR_GetTextureUsed(void)
void HWR_DoPostProcessor(player_t *player)
{
postimg_t *type = &postimgtype[0];
fixed_t fractime;
SINT8 i;
HWD.pfnUnSetShader();
@ -6739,7 +6738,7 @@ void HWR_DoPostProcessor(player_t *player)
// 10 by 10 grid. 2 coordinates (xy)
float v[SCREENVERTS][SCREENVERTS][2];
static double disStart = 0;
static float last_fractime = 0;
static fixed_t last_fractime = 0;
UINT8 x, y;
INT32 WAVELENGTH;
@ -6772,16 +6771,15 @@ void HWR_DoPostProcessor(player_t *player)
HWD.pfnPostImgRedraw(v);
if (!(paused || P_AutoPause()))
disStart += 1;
fractime = I_GetTimeFrac();
if (tic_happened)
if (renderdeltatics > FRACUNIT)
{
disStart = disStart - last_fractime + 1 + FIXED_TO_FLOAT(fractime);
disStart = disStart - FIXED_TO_FLOAT(last_fractime) + 1 + FIXED_TO_FLOAT(rendertimefrac);
}
else
{
disStart = disStart - last_fractime + FIXED_TO_FLOAT(fractime);
disStart = disStart - FIXED_TO_FLOAT(last_fractime) + FIXED_TO_FLOAT(rendertimefrac);
}
last_fractime = fractime;
last_fractime = rendertimefrac;
// Capture the screen again for screen waving on the intermission
if(gamestate != GS_INTERMISSION)

View file

@ -81,6 +81,7 @@ mobj_t *r_viewmobj;
int r_splitscreen;
fixed_t rendertimefrac;
fixed_t renderdeltatics;
//
// precalculated math tables

View file

@ -33,7 +33,10 @@ extern fixed_t fovtan[MAXSPLITSCREENPLAYERS];
extern size_t validcount, linecount, loopcount, framecount;
// The fraction of a tic being drawn (for interpolation between two tics)
extern fixed_t rendertimefrac;
// Evaluated delta tics for this frame (how many tics since the last frame)
extern fixed_t renderdeltatics;;
//
// Lighting LUT.