- floatified the global view variables.

The software renderer still uses internal copies of the fixed point version.
This commit is contained in:
Christoph Oelckers 2016-04-01 12:22:16 +02:00
commit 8680391e0b
14 changed files with 142 additions and 168 deletions

View file

@ -70,12 +70,15 @@ EXTERN_CVAR (Bool, cl_capfps)
struct InterpolationViewer
{
struct instance
{
DVector3 Pos;
DRotator Angles;
};
AActor *ViewActor;
int otic;
fixed_t oviewx, oviewy, oviewz;
fixed_t nviewx, nviewy, nviewz;
int oviewpitch, nviewpitch;
angle_t oviewangle, nviewangle;
instance Old, New;
};
// PRIVATE DATA DECLARATIONS -----------------------------------------------
@ -102,11 +105,9 @@ DCanvas *RenderTarget; // [RH] canvas to render to
int viewwindowx;
int viewwindowy;
fixed_t viewx;
fixed_t viewy;
fixed_t viewz;
int viewpitch;
angle_t viewangle;
DVector3 ViewPos;
DAngle ViewAngle;
DAngle ViewPitch;
extern "C"
{
@ -574,27 +575,20 @@ EXTERN_CVAR (Bool, cl_noprediction)
void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *iview)
{
fixed_t frac = FLOAT2FIXED(Frac);
if (NoInterpolateView)
{
InterpolationPath.Clear();
NoInterpolateView = false;
iview->oviewx = iview->nviewx;
iview->oviewy = iview->nviewy;
iview->oviewz = iview->nviewz;
iview->oviewpitch = iview->nviewpitch;
iview->oviewangle = iview->nviewangle;
iview->Old = iview->New;
}
int oldgroup = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector->PortalGroup;
int newgroup = R_PointInSubsector(iview->nviewx, iview->nviewy)->sector->PortalGroup;
int oldgroup = R_PointInSubsector(iview->Old.Pos)->sector->PortalGroup;
int newgroup = R_PointInSubsector(iview->New.Pos)->sector->PortalGroup;
fixed_t oviewangle = iview->oviewangle;
fixed_t nviewangle = iview->nviewangle;
if ((iview->oviewx != iview->nviewx || iview->oviewy != iview->nviewy) && InterpolationPath.Size() > 0)
DAngle oviewangle = iview->Old.Angles.Yaw;
DAngle nviewangle = iview->New.Angles.Yaw;
if ((iview->Old.Pos.X != iview->New.Pos.X || iview->Old.Pos.Y != iview->New.Pos.Y) && InterpolationPath.Size() > 0)
{
viewx = iview->nviewx;
viewy = iview->nviewy;
viewz = iview->nviewz;
DVector3 view = iview->New.Pos;
// Interpolating through line portals is a messy affair.
// What needs be done is to store the portal transitions of the camera actor as waypoints
@ -602,49 +596,47 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
// Needless to say, this doesn't work for chasecam mode.
if (!r_showviewer)
{
fixed_t pathlen = 0;
fixed_t zdiff = 0;
fixed_t totalzdiff = 0;
angle_t adiff = 0;
angle_t totaladiff = 0;
fixed_t oviewz = iview->oviewz;
fixed_t nviewz = iview->nviewz;
DVector3a oldpos = { {FIXED2DBL(iview->oviewx), FIXED2DBL(iview->oviewy), 0.}, 0. };
DVector3a newpos = { {FIXED2DBL(iview->nviewx), FIXED2DBL(iview->nviewy), 0. }, 0. };
double pathlen = 0;
double zdiff = 0;
double totalzdiff = 0;
DAngle adiff = 0.;
DAngle totaladiff = 0.;
double oviewz = iview->Old.Pos.Z;
double nviewz = iview->New.Pos.Z;
DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, 0. };
DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, 0. };
InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
{
DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
DVector3a &end = InterpolationPath[i];
pathlen += FLOAT2FIXED((end.pos-start.pos).Length());
totalzdiff += FLOAT2FIXED(start.pos.Z);
totaladiff += start.angle.BAMs();
pathlen += (end.pos-start.pos).Length();
totalzdiff += start.pos.Z;
totaladiff += start.angle;
}
fixed_t interpolatedlen = FixedMul(frac, pathlen);
double interpolatedlen = Frac * pathlen;
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
{
DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
DVector3a &end = InterpolationPath[i];
fixed_t fraglen = FLOAT2FIXED((end.pos - start.pos).Length());
zdiff += FLOAT2FIXED(start.pos.Z);
adiff += start.angle.BAMs();
double fraglen = (end.pos - start.pos).Length();
zdiff += start.pos.Z;
adiff += start.angle;
if (fraglen <= interpolatedlen)
{
interpolatedlen -= fraglen;
}
else
{
double fragfrac = FIXED2DBL(FixedDiv(interpolatedlen, fraglen));
double fragfrac = interpolatedlen / fraglen;
oviewz += zdiff;
nviewz -= totalzdiff - zdiff;
oviewangle += adiff;
nviewangle -= totaladiff - adiff;
DVector2 viewpos = start.pos + (fragfrac * (end.pos - start.pos));
viewx = FLOAT2FIXED(viewpos.X);
viewy = FLOAT2FIXED(viewpos.Y);
viewz = oviewz + FixedMul(frac, nviewz - oviewz);
ViewPos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
break;
}
}
@ -654,17 +646,15 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
else
{
DVector2 disp = Displacements.getOffset(oldgroup, newgroup);
viewx = iview->oviewx + FixedMul(frac, iview->nviewx - iview->oviewx - FLOAT2FIXED(disp.X));
viewy = iview->oviewy + FixedMul(frac, iview->nviewy - iview->oviewy - FLOAT2FIXED(disp.Y));
viewz = iview->oviewz + FixedMul(frac, iview->nviewz - iview->oviewz);
ViewPos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
}
if (player != NULL &&
!(player->cheats & CF_INTERPVIEW) &&
player - players == consoleplayer &&
camera == player->mo &&
!demoplayback &&
iview->nviewx == camera->_f_X() &&
iview->nviewy == camera->_f_Y() &&
iview->New.Pos.X == camera->X() &&
iview->New.Pos.Y == camera->Y() &&
!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
player->playerstate == PST_LIVE &&
player->mo->reactiontime == 0 &&
@ -673,53 +663,26 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
(!netgame || !cl_noprediction) &&
!LocalKeyboardTurner)
{
viewangle = nviewangle + (LocalViewAngle & 0xFFFF0000);
fixed_t delta = player->centering ? 0 : -(signed)(LocalViewPitch & 0xFFFF0000);
viewpitch = iview->nviewpitch;
if (delta > 0)
{
// Avoid overflowing viewpitch (can happen when a netgame is stalled)
if (viewpitch > INT_MAX - delta)
{
viewpitch = player->MaxPitch.BAMs();
}
else
{
viewpitch = MIN<int>(viewpitch + delta, player->MaxPitch.BAMs());
}
}
else if (delta < 0)
{
// Avoid overflowing viewpitch (can happen when a netgame is stalled)
if (viewpitch < INT_MIN - delta)
{
viewpitch = player->MinPitch.BAMs();
}
else
{
viewpitch = MAX<int>(viewpitch + delta, player->MinPitch.BAMs());
}
}
ViewAngle = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
ViewPitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
}
else
{
viewpitch = iview->oviewpitch + FixedMul (frac, iview->nviewpitch - iview->oviewpitch);
viewangle = oviewangle + FixedMul (frac, nviewangle - oviewangle);
ViewPitch = (iview->Old.Angles.Pitch + (iview->New.Angles.Pitch - iview->Old.Angles.Pitch) * Frac).Normalized180();
ViewAngle = (oviewangle + (nviewangle - oviewangle) * Frac).Normalized180();
}
// Due to interpolation this is not necessarily the same as the sector the camera is in.
viewsector = R_PointInSubsector(viewx, viewy)->sector;
viewsector = R_PointInSubsector(ViewPos)->sector;
bool moved = false;
while (!viewsector->PortalBlocksMovement(sector_t::ceiling))
{
AActor *point = viewsector->SkyBoxes[sector_t::ceiling];
if (viewz > FLOAT2FIXED(point->specialf1))
if (ViewPos.Z > point->specialf1)
{
viewx += FLOAT2FIXED(point->Scale.X);
viewy += FLOAT2FIXED(point->Scale.Y);
viewsector = R_PointInSubsector(viewx, viewy)->sector;
ViewPos += point->Scale;
viewsector = R_PointInSubsector(ViewPos)->sector;
moved = true;
}
else break;
@ -729,11 +692,10 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
while (!viewsector->PortalBlocksMovement(sector_t::floor))
{
AActor *point = viewsector->SkyBoxes[sector_t::floor];
if (viewz < FLOAT2FIXED(point->specialf1))
if (ViewPos.Z < point->specialf1)
{
viewx += FLOAT2FIXED(point->Scale.X);
viewy += FLOAT2FIXED(point->Scale.Y);
viewsector = R_PointInSubsector(viewx, viewy)->sector;
ViewPos += point->Scale;
viewsector = R_PointInSubsector(ViewPos)->sector;
moved = true;
}
else break;
@ -761,10 +723,8 @@ void R_ResetViewInterpolation ()
void R_SetViewAngle ()
{
angle_t ang = viewangle >> ANGLETOFINESHIFT;
viewsin = finesine[ang];
viewcos = finecosine[ang];
viewsin = FLOAT2FIXED(ViewAngle.Sin());
viewcos = FLOAT2FIXED(ViewAngle.Cos());
viewtansin = FixedMul (FocalTangent, viewsin);
viewtancos = FixedMul (FocalTangent, viewcos);
@ -787,7 +747,8 @@ static InterpolationViewer *FindPastViewer (AActor *actor)
}
// Not found, so make a new one
InterpolationViewer iview = { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
InterpolationViewer iview;
memset(&iview, 0, sizeof(iview));
iview.ViewActor = actor;
iview.otic = -1;
InterpolationPath.Clear();
@ -851,11 +812,7 @@ void R_RebuildViewInterpolation(player_t *player)
InterpolationViewer *iview = FindPastViewer(player->camera);
iview->oviewx = iview->nviewx;
iview->oviewy = iview->nviewy;
iview->oviewz = iview->nviewz;
iview->oviewpitch = iview->nviewpitch;
iview->oviewangle = iview->nviewangle;
iview->Old = iview->New;
InterpolationPath.Clear();
}
@ -955,52 +912,39 @@ void R_SetupFrame (AActor *actor)
if (iview->otic != -1 && nowtic > iview->otic)
{
iview->otic = nowtic;
iview->oviewx = iview->nviewx;
iview->oviewy = iview->nviewy;
iview->oviewz = iview->nviewz;
iview->oviewpitch = iview->nviewpitch;
iview->oviewangle = iview->nviewangle;
iview->Old = iview->New;
}
if (player != NULL && gamestate != GS_TITLELEVEL &&
((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)))
{
sector_t *oldsector = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector;
sector_t *oldsector = R_PointInSubsector(iview->Old.Pos)->sector;
// [RH] Use chasecam view
DVector3 campos;
P_AimCamera (camera, campos, viewsector, unlinked);
iview->nviewx = FLOAT2FIXED(campos.X);
iview->nviewy = FLOAT2FIXED(campos.Y);
iview->nviewz = FLOAT2FIXED(campos.Z);
P_AimCamera (camera, campos, viewsector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
r_showviewer = true;
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
// it's probably best to just reset the interpolation for this move.
// Note that this can still cause problems with unusually linked portals
if (viewsector->PortalGroup != oldsector->PortalGroup || (unlinked && P_AproxDistance(iview->oviewx - iview->nviewx, iview->oviewy - iview->nviewy) > 256 * FRACUNIT))
if (viewsector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256*256))
{
iview->otic = nowtic;
iview->oviewx = iview->nviewx;
iview->oviewy = iview->nviewy;
iview->oviewz = iview->nviewz;
iview->oviewpitch = iview->nviewpitch;
iview->oviewangle = iview->nviewangle;
iview->Old = iview->New;
}
}
else
{
iview->nviewx = camera->_f_X();
iview->nviewy = camera->_f_Y();
iview->nviewz = FLOAT2FIXED(camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight());
iview->New.Pos = { camera->Pos().XY(), camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight() };
viewsector = camera->Sector;
r_showviewer = false;
}
iview->nviewpitch = camera->Angles.Pitch.BAMs();
iview->New.Angles = camera->Angles;
if (camera->player != 0)
{
player = camera->player;
}
iview->nviewangle = camera->Angles.Yaw.BAMs();
if (iview->otic == -1 || r_NoInterpolate)
{
R_ResetViewInterpolation ();
@ -1014,13 +958,6 @@ void R_SetupFrame (AActor *actor)
}
R_InterpolateView (player, r_TicFracF, iview);
#ifdef TEST_X
viewx = TEST_X;
viewy = TEST_Y;
viewz = TEST_Z;
viewangle = TEST_ANGLE;
#endif
R_SetViewAngle ();
interpolator.DoInterpolations (r_TicFracF);
@ -1028,19 +965,19 @@ void R_SetupFrame (AActor *actor)
// Keep the view within the sector's floor and ceiling
if (viewsector->PortalBlocksMovement(sector_t::ceiling))
{
fixed_t theZ = viewsector->ceilingplane.ZatPoint(viewx, viewy) - 4 * FRACUNIT;
if (viewz > theZ)
double theZ = viewsector->ceilingplane.ZatPoint(ViewPos) - 4;
if (ViewPos.Z > theZ)
{
viewz = theZ;
ViewPos.Z = theZ;
}
}
if (viewsector->PortalBlocksMovement(sector_t::floor))
{
fixed_t theZ = viewsector->floorplane.ZatPoint(viewx, viewy) + 4 * FRACUNIT;
if (viewz < theZ)
double theZ = viewsector->floorplane.ZatPoint(ViewPos) + 4;
if (ViewPos.Z < theZ)
{
viewz = theZ;
ViewPos.Z = theZ;
}
}
@ -1058,32 +995,30 @@ void R_SetupFrame (AActor *actor)
{
an = camera->Angles.Yaw;
double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X, jiggers.Falloff, jiggers.WFalloff);
viewx += FLOAT2FIXED(an.Cos() * power);
viewy += FLOAT2FIXED(an.Sin() * power);
ViewPos += an.ToVector(power);
}
if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
{
an = camera->Angles.Yaw + 90;
double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y, jiggers.Falloff, jiggers.WFalloff);
viewx += FLOAT2FIXED(an.Cos() * power);
viewy += FLOAT2FIXED(an.Sin() * power);
ViewPos += an.ToVector(power);
}
// FIXME: Relative Z is not relative
if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
{
viewz += FLOAT2FIXED(QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z, jiggers.Falloff, jiggers.WFalloff));
ViewPos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z, jiggers.Falloff, jiggers.WFalloff);
}
if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
{
viewx += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff));
ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff);
}
if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
{
viewy += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff));
ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff);
}
if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
{
viewz += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff));
ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff);
}
}
}
@ -1102,7 +1037,7 @@ void R_SetupFrame (AActor *actor)
secplane_t *plane;
int viewside;
plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewsector->floorplane;
viewside = plane->PointOnSide(viewx, viewy, viewz);
viewside = plane->PointOnSide(ViewPos);
// Reverse the direction of the test if the plane was downward facing.
// We want to know if the view is above it, whatever its orientation may be.
if (plane->fC() < 0)
@ -1124,9 +1059,9 @@ void R_SetupFrame (AActor *actor)
const sector_t *s = viewsector->GetHeightSec();
if (s != NULL)
{
newblend = s->floorplane.PointOnSide(viewx, viewy, viewz) < 0
newblend = s->floorplane.PointOnSide(ViewPos) < 0
? s->bottommap
: s->ceilingplane.PointOnSide(viewx, viewy, viewz) < 0
: s->ceilingplane.PointOnSide(ViewPos) < 0
? s->topmap
: s->midmap;
if (APART(newblend) == 0 && newblend >= numfakecmaps)