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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>
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parent
5325431450
commit
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5 changed files with 23 additions and 11 deletions
17
src/d_main.c
17
src/d_main.c
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@ -155,7 +155,6 @@ event_t events[MAXEVENTS];
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INT32 eventhead, eventtail;
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boolean dedicated = false;
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boolean tic_happened = false; // Frame interpolation/uncapped
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//
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// D_PostEvent
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@ -773,13 +772,25 @@ void D_SRB2Loop(void)
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realtics = 1;
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// process tics (but maybe not if realtic == 0)
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tic_happened = realtics ? true : false;
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TryRunTics(realtics);
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if (cv_frameinterpolation.value == 1)
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rendertimefrac = I_GetTimeFrac();
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{
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fixed_t entertimefrac = I_GetTimeFrac();
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// renderdeltatics is a bit awkard to evaluate, since the system time interface is whole tic-based
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renderdeltatics = realtics * FRACUNIT;
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if (entertimefrac > rendertimefrac)
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renderdeltatics += entertimefrac - rendertimefrac;
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else
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renderdeltatics -= rendertimefrac - entertimefrac;
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rendertimefrac = entertimefrac;
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}
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else
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{
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rendertimefrac = FRACUNIT;
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renderdeltatics = realtics * FRACUNIT;
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}
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if (cv_frameinterpolation.value == 1)
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{
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@ -26,7 +26,6 @@ extern char srb2home[256]; //Alam: My Home
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extern boolean usehome; //Alam: which path?
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extern const char *pandf; //Alam: how to path?
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extern char srb2path[256]; //Alam: SRB2's Home
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extern boolean tic_happened; // Frame interpolation/uncapped
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// the infinite loop of D_SRB2Loop() called from win_main for windows version
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void D_SRB2Loop(void) FUNCNORETURN;
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@ -6687,7 +6687,6 @@ INT32 HWR_GetTextureUsed(void)
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void HWR_DoPostProcessor(player_t *player)
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{
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postimg_t *type = &postimgtype[0];
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fixed_t fractime;
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SINT8 i;
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HWD.pfnUnSetShader();
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@ -6739,7 +6738,7 @@ void HWR_DoPostProcessor(player_t *player)
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// 10 by 10 grid. 2 coordinates (xy)
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float v[SCREENVERTS][SCREENVERTS][2];
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static double disStart = 0;
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static float last_fractime = 0;
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static fixed_t last_fractime = 0;
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UINT8 x, y;
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INT32 WAVELENGTH;
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@ -6772,16 +6771,15 @@ void HWR_DoPostProcessor(player_t *player)
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HWD.pfnPostImgRedraw(v);
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if (!(paused || P_AutoPause()))
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disStart += 1;
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fractime = I_GetTimeFrac();
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if (tic_happened)
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if (renderdeltatics > FRACUNIT)
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{
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disStart = disStart - last_fractime + 1 + FIXED_TO_FLOAT(fractime);
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disStart = disStart - FIXED_TO_FLOAT(last_fractime) + 1 + FIXED_TO_FLOAT(rendertimefrac);
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}
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else
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{
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disStart = disStart - last_fractime + FIXED_TO_FLOAT(fractime);
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disStart = disStart - FIXED_TO_FLOAT(last_fractime) + FIXED_TO_FLOAT(rendertimefrac);
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}
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last_fractime = fractime;
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last_fractime = rendertimefrac;
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// Capture the screen again for screen waving on the intermission
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if(gamestate != GS_INTERMISSION)
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@ -81,6 +81,7 @@ mobj_t *r_viewmobj;
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int r_splitscreen;
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fixed_t rendertimefrac;
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fixed_t renderdeltatics;
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//
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// precalculated math tables
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@ -33,7 +33,10 @@ extern fixed_t fovtan[MAXSPLITSCREENPLAYERS];
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extern size_t validcount, linecount, loopcount, framecount;
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// The fraction of a tic being drawn (for interpolation between two tics)
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extern fixed_t rendertimefrac;
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// Evaluated delta tics for this frame (how many tics since the last frame)
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extern fixed_t renderdeltatics;;
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//
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// Lighting LUT.
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