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(WinQuake) Software Quake Transform Interpolation

 
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Jul 06, 2010 10:55 pm    Post subject: (WinQuake) Software Quake Transform Interpolation Reply with quote

MH made some awesome software renderer (WinQuake) animation interpolation code for models. It is pretty easy to add:

http://forums.inside3d.com/viewtopic.php?t=2387

But after adding, you'll twice as much want movement interpolation to complete the circle.

How good is MH's software renderer interpolation? It is very, very fast ...

Quote:
timedemo demo1

No animation interpolation @ 320x200 fullscreen my machine: 285 FPS
With animation interpolation @ 320x200 fullscreen my machine: 281 FPS


Anyway, software animation interpolation smooths the model animations, but the movement interpolation smooths the movement.

Movement Interpolation - Tutorial Begin ...

And this is pretty much verbatim derived from MH's DirectQ engine.

1. cl_main.c

Go to CL_RelinkEntities ... I have the necessary additions marked with #ifdef SUPPORTS_SOFTWARE_ANIM_INTERPOLATION

Code:
// if the object wasn't included in the last packet, remove it
      if (ent->msgtime != cl.mtime[0])
      {
#ifdef SUPPORTS_SOFTWARE_ANIM_INTERPOLATION
         CL_ClearInterpolation (ent);
#endif
         ent->model = NULL;
         continue;
      }


And ... still in CL_RelinkEntities

Code:
         f = frac;
         for (j=0 ; j<3 ; j++)
         {
            delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j];
            if (delta[j] > 100 || delta[j] < -100)
               f = 1;      // assume a teleportation, not a motion
         }

#ifdef SUPPORTS_SOFTWARE_ANIM_INTERPOLATION
         if (f >= 1) CL_ClearInterpolation (ent);
#endif

      // interpolate the origin and angles
         for (j=0 ; j<3 ; j++)
         {
            ent->origin[j] = ent->msg_origins[1][j] + f*delta[j];

            d = ent->msg_angles[0][j] - ent->msg_angles[1][j];
            if (d > 180)
               d -= 360;
            else if (d < -180)
               d += 360;
            ent->angles[j] = ent->msg_angles[1][j] + f*d;
         }

      }

//      if (!(model = cl.model_precache[ent->modelindex]))
//         Host_Error ("CL_RelinkEntities: bad modelindex");

#ifdef SUPPORTS_SOFTWARE_ANIM_INTERPOLATION
      CL_EntityInterpolateOrigins (ent);
      CL_EntityInterpolateAngles (ent);
#endif

// rotate binary objects locally
      if (ent->model->flags & EF_ROTATE)


2. Go to render.h and alter the entity structure ... note some of these fields should have already been added to support the animation interpolation.

Code:
   int                  trivial_accept;
   struct mnode_s         *topnode;      // for bmodels, first world node that splits bmodel, or NULL if not split

   int      modelindex;

#ifdef SUPPORTS_SOFTWARE_ANIM_INTERPOLATION
      float           frame_start_time;
      int            lastpose, currpose;
      int            lastframe;

      // fenix@io.com: model transform interpolation
        float           translate_start_time;
      vec3_t          lastorigin, currorigin;

        float         rotate_start_time;
        vec3_t         lastangles, currangles;

#endif

} entity_t;


3. cl_parse.c above CL_ParseUpdate add this

Code:
#ifdef SUPPORTS_SOFTWARE_ANIM_INTERPOLATION
void CL_EntityInterpolateOrigins (entity_t *ent)
{
   qboolean no_interpolate=false;


      float timepassed = cl.time - ent->translate_start_time;
      float blend = 0;
      vec3_t delta = {0, 0, 0};

      if (ent->translate_start_time == 0 || timepassed > 1)
      {
         ent->translate_start_time = cl.time;

         VectorCopy (ent->origin, ent->lastorigin);
         VectorCopy (ent->origin, ent->currorigin);
      }

      if (!VectorCompare (ent->origin, ent->currorigin))
      {
         ent->translate_start_time = cl.time;

         VectorCopy (ent->currorigin, ent->lastorigin);
         VectorCopy (ent->origin,  ent->currorigin);

         blend = 0;
      }
      else
      {
         blend = timepassed / 0.1;

         if (cl.paused || blend > 1) blend = 1;
      }

      VectorSubtract (ent->currorigin, ent->lastorigin, delta);

      // use cubic interpolation
      {
         float lastlerp = 2 * (blend * blend * blend) - 3 * (blend * blend) + 1;
         float currlerp = 3 * (blend * blend) - 2 * (blend * blend * blend);

         ent->origin[0] = ent->lastorigin[0] * lastlerp + ent->currorigin[0] * currlerp;
         ent->origin[1] = ent->lastorigin[1] * lastlerp + ent->currorigin[1] * currlerp;
         ent->origin[2] = ent->lastorigin[2] * lastlerp + ent->currorigin[2] * currlerp;
      }


   

}


void CL_EntityInterpolateAngles (entity_t *ent)
{

      float timepassed = cl.time - ent->rotate_start_time;
      float blend = 0;
      vec3_t delta = {0, 0, 0};

      if (ent->rotate_start_time == 0 || timepassed > 1)
      {
         ent->rotate_start_time = cl.time;

         VectorCopy (ent->angles, ent->lastangles);
         VectorCopy (ent->angles, ent->currangles);
      }

      if (!VectorCompare (ent->angles, ent->currangles))
      {
         ent->rotate_start_time = cl.time;

         VectorCopy (ent->currangles, ent->lastangles);
         VectorCopy (ent->angles,  ent->currangles);

         blend = 0;
      }
      else
      {
         blend = timepassed / 0.1;

         if (cl.paused || blend > 1) blend = 1;
      }

      VectorSubtract (ent->currangles, ent->lastangles, delta);

      // always interpolate along the shortest path
      if (delta[0] > 180) delta[0] -= 360; else if (delta[0] < -180) delta[0] += 360;
      if (delta[1] > 180) delta[1] -= 360; else if (delta[1] < -180) delta[1] += 360;
      if (delta[2] > 180) delta[2] -= 360; else if (delta[2] < -180) delta[2] += 360;

      // get currangles on the shortest path
      VectorAdd (ent->lastangles, delta, delta);

      // use cubic interpolation
      {
         float lastlerp = 2 * (blend * blend * blend) - 3 * (blend * blend) + 1;
         float currlerp = 3 * (blend * blend) - 2 * (blend * blend * blend);

         ent->angles[0] = ent->lastangles[0] * lastlerp + delta[0] * currlerp;
         ent->angles[1] = ent->lastangles[1] * lastlerp + delta[1] * currlerp;
         ent->angles[2] = ent->lastangles[2] * lastlerp + delta[2] * currlerp;
      }
   
}


void CL_ClearInterpolation (entity_t *ent)
{
   ent->frame_start_time = 0;
   ent->lastpose = ent->currpose;

   ent->translate_start_time = 0;
   ent->lastorigin[0] = ent->lastorigin[1] = ent->lastorigin[2] = 0;
   ent->currorigin[0] = ent->currorigin[1] = ent->currorigin[2] = 0;

   ent->rotate_start_time = 0;
   ent->lastangles[0] = ent->lastangles[1] = ent->lastangles[2] = 0;
   ent->currangles[0] = ent->currangles[1] = ent->currangles[2] = 0;
}
#endif


4. Still in cl_parse.c goto CL_ParseUpdate

Code:
   // automatic animation (torches, etc) can be either all together or randomized
      if (model)
            ent->syncbase = (model->synctype == ST_RAND) ? (float)(rand()&0x7fff) / 0x7fff : 0.0;
      else
         forcelink = true;   // hack to make null model players work

#ifdef SUPPORTS_SOFTWARE_ANIM_INTERPOLATION
      // if the model has changed we must also reset the interpolation data
      // lastpose and currpose are critical as they might be pointing to invalid frames in the new model!!!
      CL_ClearInterpolation (ent);

      // reset frame and skin too...!
      if (!(bits & U_FRAME)) ent->frame = 0;
      if (!(bits & U_SKIN)) ent->skinnum = 0;
#endif


5. For simplicity's sake, open quakedef.h and add #define SUPPORTS_SOFTWARE_ANIM_INTERPOLATION somewhere like the bottom if you want.

Code:
#ifndef GLQUAKE
#define SUPPORTS_SOFTWARE_ANIM_INTERPOLATION
#endif


Combined with the software renderer model animatiion tutorial, you get pretty much the equivalent of OpenGL version of the QER tutorial ( http://www.quakewiki.net/archives/qer/tutorial4.html )

Related:

Software Quake MDL Frame Interpolation
Nasty interpolation bug - and fix!

[edit = removed cvar remnant]
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Last edited by Baker on Tue Jul 06, 2010 11:48 pm; edited 1 time in total
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Tue Jul 06, 2010 11:38 pm    Post subject: Reply with quote

Somebody buy that man a large beer. Very Happy



I'm thinking that in the last step the reset of frame and skin should probably be done outside of the interpolation #ifdef. It seems like a valid precaution just in case the frame and skin for the baseline are invalid for the new model, and the QC doesn't send updates for either or both of them. This is something that could possibly happen even in stock ID software Quake. Evil or Very Mad

Also, all of the code here is also good for GLQuake and is a more sensible way of doing it than in the old interpolation tutorial. This would include the clearing of the interpolation data on a model change (I've seen GLQuake crash - very occasionally - with the old code on account of not having that step). You don't need to pollute R_RotateForEntity and you don't need special case handling for the viewmodel this way. It's just cleaner.
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Last edited by mh on Tue Jul 06, 2010 11:42 pm; edited 1 time in total
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Tue Jul 06, 2010 11:40 pm    Post subject: Reply with quote

Where can we see the animation interpolation tut? I'm sorry if i'm being stupid. Crying or Very sad
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Tue Jul 06, 2010 11:43 pm    Post subject: Reply with quote

JasonX wrote:
Where can we see the animation interpolation tut? I'm sorry if i'm being stupid. Crying or Very sad


Click on the link that says "Software Quake MDL Frame Interpolation":

Baker wrote:
Software Quake MDL Frame Interpolation


Wink Laughing
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Jul 07, 2010 12:02 am    Post subject: Reply with quote

mh wrote:
I'm thinking that in the last step the reset of frame and skin should probably be done outside of the interpolation #ifdef. It seems like a valid precaution just in case the frame and skin for the baseline are invalid for the new model, and the QC doesn't send updates for either or both of them.


After reading this, I was about to modify the tutorial slightly to adjust it accordingly, but if I do so it makes the changes less clear because the above has the changed blocked in #ifdef SUPPORTS_SOFTWARE_ANIM_INTERPOLATION ... #endif

So rather than edit the post ...

Suggested modification ...

Code:
   // automatic animation (torches, etc) can be either all together or randomized
      if (model)
            ent->syncbase = (model->synctype == ST_RAND) ? (float)(rand()&0x7fff) / 0x7fff : 0.0;
      else
         forcelink = true;   // hack to make null model players work

#ifdef SUPPORTS_SOFTWARE_ANIM_INTERPOLATION
      // if the model has changed we must also reset the interpolation data
      // lastpose and currpose are critical as they might be pointing to invalid frames in the new model!!!
      CL_ClearInterpolation (ent);
#endif

#if 1 // MH suggestion:  Add this to the engine anyway, the frame and skin cannot be relied upon if the model has changed and if those are not sent, set them to frame 0 and skin 0.
      // reset frame and skin too...!
      if (!(bits & U_FRAME)) ent->frame = 0;
      if (!(bits & U_SKIN)) ent->skinnum = 0;
#endif // End MH suggestion


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