/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // cl_scrn.c -- master for refresh, console, chat, notify, etc #include "client.h" static qbool scr_initialized; // ready to draw cvar_t *cl_timegraph; static cvar_t* cl_graphheight; static cvar_t* cl_graphscale; static cvar_t* cl_graphshift; // adjust for resolution and screen aspect ratio void SCR_AdjustFrom640( float *x, float *y, float *w, float *h ) { #if 0 // adjust for wide screens if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) { *x += 0.5 * ( cls.glconfig.vidWidth - ( cls.glconfig.vidHeight * 640 / 480 ) ); } #endif // scale for screen sizes float xscale = (float)cls.glconfig.vidWidth / SCREEN_WIDTH; float yscale = (float)cls.glconfig.vidHeight / SCREEN_HEIGHT; if ( x ) { *x *= xscale; } if ( y ) { *y *= yscale; } if ( w ) { *w *= xscale; } if ( h ) { *h *= yscale; } } // SCR_ functions operate at native resolution, NOT the virtual 640x480 screen void SCR_DrawChar( float x, float y, float cw, float ch, int c ) { const float CELL_TCSIZE = 0.0625; c &= 255; if ( c == ' ' ) { return; } int xcell = c & 15; int ycell = c >> 4; float s = xcell * CELL_TCSIZE; float t = ycell * CELL_TCSIZE; re.DrawStretchPic( x, y, cw, ch, s, t, s + CELL_TCSIZE, t + CELL_TCSIZE, cls.charSetShader ); } // draws a string with a drop shadow, optionally with colorcodes void SCR_DrawString( float x, float y, float cw, float ch, const char* string, qbool allowColor ) { float xx; const char* s; // don't bother if nothing will be visible if ( y < -ch ) { return; } // draw the drop shadow re.SetColor( colorBlack ); s = string; xx = x + 1; while ( *s ) { if ( Q_IsColorString( s ) ) { s += 2; continue; } SCR_DrawChar( xx, y+1, cw, ch, *s ); xx += cw; s++; } // draw the text, possibly with colors s = string; xx = x; re.SetColor( colorWhite ); while ( *s ) { if ( Q_IsColorString( s ) ) { if ( allowColor ) { re.SetColor( ColorFromChar( s[1] ) ); } s += 2; continue; } SCR_DrawChar( xx, y, cw, ch, *s ); xx += cw; s++; } re.SetColor( NULL ); } /////////////////////////////////////////////////////////////// static void SCR_DrawDemoRecording() { if (!clc.demorecording || !clc.showAnnoyingDemoRecordMessage) return; int pos = FS_FTell( clc.demofile ); const char* s = va( "RECORDING %s: %ik", clc.demoName, pos / 1024 ); float x = 320, y = 20, cw = 8, ch = 8; SCR_AdjustFrom640( &x, &y, &cw, &ch ); SCR_DrawString( x - strlen(s) * cw * 0.5, y, cw, ch, s, qfalse ); } /////////////////////////////////////////////////////////////// typedef struct { float value; int color; } graphsamp_t; static int current; static graphsamp_t values[1024]; void SCR_DebugGraph( float value, int color ) { values[current&1023].value = value; values[current&1023].color = color; current++; } static void SCR_DrawDebugGraph() { int a, x, y, w, i, h; float v; int color; w = cls.glconfig.vidWidth; x = 0; y = cls.glconfig.vidHeight; re.SetColor( colorBlack ); re.DrawStretchPic( x, y - cl_graphheight->integer, w, cl_graphheight->integer, 0, 0, 0, 0, cls.whiteShader ); re.SetColor( NULL ); for (a=0 ; ainteger + cl_graphshift->integer; if (v < 0) v += cl_graphheight->integer * (1+(int)(-v / cl_graphheight->integer)); h = (int)v % cl_graphheight->integer; re.DrawStretchPic( x+w-1-a, y - h, 1, h, 0, 0, 0, 0, cls.whiteShader ); } } /////////////////////////////////////////////////////////////// void SCR_Init() { cl_timegraph = Cvar_Get( "timegraph", "0", CVAR_CHEAT ); cl_graphheight = Cvar_Get( "graphheight", "32", CVAR_CHEAT ); cl_graphscale = Cvar_Get( "graphscale", "1", CVAR_CHEAT ); cl_graphshift = Cvar_Get( "graphshift", "0", CVAR_CHEAT ); scr_initialized = qtrue; } /////////////////////////////////////////////////////////////// static void SCR_DrawStats( float x, float y, float w, float h, int value ) { if ( value < 0 || value >= 100 ) SCR_DrawString( x, y, w, h, " ?", qfalse ); else SCR_DrawString( x, y, w, h, va( "%3d", value ), qfalse ); } static void SCR_DrawInputStats( int stats, float x, float y, float w, float h, const char* header ) { SCR_DrawString( x, y, w, h, header, qfalse ); x += 5.0f * w; SCR_DrawStats( x, y, w, h, stats ); } static void SCR_DrawMouseInputLatencies() { if ( !cls.cgameStarted || cls.state != CA_ACTIVE || !Cvar_VariableIntegerValue( "cl_drawMouseLag" ) ) return; float x = 10, y = 10, w = 16, h = 24; SCR_AdjustFrom640( &x, &y, 0, 0 ); SCR_DrawString( x, y, w, h, "mouse lag [ms]", qfalse ); y += 30; SCR_DrawInputStats( cl.userCmdTime - cl.mouseTime, x, y, w, h, "netw" ); y += 30; SCR_DrawInputStats( re.GetCameraMatrixTime() - cl.mouseTime, x, y, w, h, "draw" ); } // this will be called twice if rendering in stereo mode static void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { if (!cls.rendererStarted) return; re.BeginFrame( stereoFrame ); // wide aspect ratio screens need to have the sides cleared // unless they are displaying game renderings if ( cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC ) { if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) { re.SetColor( colorBlack ); re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader ); re.SetColor( NULL ); } } if ( !uivm ) { Com_DPrintf( "draw screen without UI loaded\n" ); return; } // if the menu is going to cover the entire screen, we don't need to render anything under it if ( !VM_Call( uivm, UI_IS_FULLSCREEN ) ) { switch ( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up S_StopAllSounds(); VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog // refresh to update the time VM_Call( uivm, UI_REFRESH, cls.realtime ); VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse ); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); // also draw the connection information, so it doesn't // flash away too briefly on local or lan games // refresh to update the time VM_Call( uivm, UI_REFRESH, cls.realtime ); VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue ); break; case CA_ACTIVE: CL_CGameRendering( stereoFrame ); SCR_DrawDemoRecording(); break; } } // the menu draws next if ( cls.keyCatchers & KEYCATCH_UI && uivm ) { VM_Call( uivm, UI_REFRESH, cls.realtime ); } SCR_DrawMouseInputLatencies(); // console draws next Con_DrawConsole(); // debug graphs can be drawn on top of anything if ( cl_timegraph->integer || cl_debugMove->integer ) { SCR_DrawDebugGraph(); } } static int pcFE[RF_STATS_MAX]; static int pc2D[RB_STATS_MAX]; static int pc3D[RB_STATS_MAX]; static void SCR_PerformanceCounters() { float x, y, cw = 8, ch = 12; SCR_AdjustFrom640( 0, 0, &cw, &ch ); x = 0, y = 240; SCR_AdjustFrom640( &x, &y, 0, 0 ); SCR_DrawString( x, y, cw, ch, va("FE: %ims", pcFE[RF_MSEC] ), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Leaf/Area: %i %i", pcFE[RF_LEAF_CLUSTER], pcFE[RF_LEAF_AREA]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("FrusLeafs: %i", pcFE[RF_LEAFS]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("MD3 Cull S: %i %i %i", pcFE[RF_MD3_CULL_S_IN], pcFE[RF_MD3_CULL_S_CLIP], pcFE[RF_MD3_CULL_S_OUT]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("MD3 Cull B: %i %i %i", pcFE[RF_MD3_CULL_B_IN], pcFE[RF_MD3_CULL_B_CLIP], pcFE[RF_MD3_CULL_B_OUT]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Bez Cull S: %i %i %i", pcFE[RF_BEZ_CULL_S_IN], pcFE[RF_BEZ_CULL_S_CLIP], pcFE[RF_BEZ_CULL_S_OUT]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Bez Cull B: %i %i %i", pcFE[RF_BEZ_CULL_B_IN], pcFE[RF_BEZ_CULL_B_CLIP], pcFE[RF_BEZ_CULL_B_OUT]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Light Cull: %i %i", pcFE[RF_LIGHT_CULL_IN], pcFE[RF_LIGHT_CULL_OUT]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Lit Leafs: %i", pcFE[RF_LIT_LEAFS]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Lit Surfs: %i %i", pcFE[RF_LIT_SURFS], pcFE[RF_LIT_CULLS]), qfalse ); y += ch; x = 240, y = 240; SCR_AdjustFrom640( &x, &y, 0, 0 ); SCR_DrawString( x, y, cw, ch, va("3D: %ims", pc3D[RB_MSEC] ), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Base Verts: %i", pc3D[RB_VERTICES]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Base Tris: %i", pc3D[RB_INDICES] / 3), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Base Surfs: %i", pc3D[RB_SURFACES]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("B Batches: %i", pc3D[RB_BATCHES]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Lit Verts: %i", pc3D[RB_LIT_VERTICES]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Lit Tris: %i", pc3D[RB_LIT_INDICES] / 3), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Lit Surfs: %i", pc3D[RB_LIT_SURFACES]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("L Batches: %i", pc3D[RB_LIT_BATCHES]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("L LateCullT: %i", pc3D[RB_LIT_VERTICES_LATECULLTEST]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("L LateCullI: %i %i", pc3D[RB_LIT_INDICES_LATECULL_IN], pc3D[RB_LIT_INDICES_LATECULL_OUT]), qfalse ); y += ch; x = 480, y = 240; SCR_AdjustFrom640( &x, &y, 0, 0 ); SCR_DrawString( x, y, cw, ch, "2D", qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Vertices: %i", pc2D[RB_VERTICES]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Indices: %i", pc2D[RB_INDICES]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Surfaces: %i", pc2D[RB_SURFACES]), qfalse ); y += ch; SCR_DrawString( x, y, cw, ch, va("Batches: %i", pc2D[RB_BATCHES]), qfalse ); y += ch; } // called every frame, and can also be called explicitly to flush text to the screen void SCR_UpdateScreen() { static int recursive = 0; if ( !scr_initialized ) return; // there are several cases where this IS called twice in one frame // easiest example is: conn to a server, kill the server if ( ++recursive > 2 ) { Com_Error( ERR_FATAL, "SCR_UpdateScreen: recursively called" ); } SCR_DrawScreenField( STEREO_CENTER ); if ( com_speeds->integer ) { re.EndFrame( pcFE, pc2D, pc3D ); time_frontend = pcFE[RF_MSEC]; time_backend = pc3D[RB_MSEC]; } else if ( Cvar_VariableIntegerValue("r_speeds") ) { // counters are actually the previous frame's, because EndFrame will clear them // and we need to submit the calls to show them before that SCR_PerformanceCounters(); re.EndFrame( pcFE, pc2D, pc3D ); } else { re.EndFrame( NULL, NULL, NULL ); } --recursive; }