cnq3/code/client/cl_scrn.cpp

498 lines
15 KiB
C++

/*
===========================================================================
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;
struct intStats_t {
int samples[200];
int sampleCount;
int writeIndex;
int median;
int percentile99;
};
static int QDECL CompareSamples( const void* a, const void* b )
{
return *(const int*)b - *(const int*)a;
}
static void PushSample( intStats_t* stats, int sample )
{
stats->samples[stats->writeIndex] = sample;
stats->sampleCount = min(stats->sampleCount + 1, (int)ARRAY_LEN(stats->samples));
stats->writeIndex = (stats->writeIndex + 1) % ARRAY_LEN(stats->samples);
if ( stats->sampleCount < ARRAY_LEN(stats->samples) ) {
stats->median = 0;
stats->percentile99 = 0;
return;
}
static intStats_t temp;
memcpy( temp.samples, stats->samples, stats->sampleCount * sizeof(int) );
qsort( temp.samples, stats->sampleCount, sizeof(int), &CompareSamples );
stats->median = temp.samples[stats->sampleCount / 2];
stats->percentile99 = temp.samples[stats->sampleCount / 10];
}
// 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_DrawStringEx( float x, float y, float cw, float ch, const char* string, drawStringColors_t colors, qbool showColorCodes, const float* firstColor )
{
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 ( !showColorCodes && 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;
if ( firstColor == NULL )
firstColor = colors == DSC_CONSOLE ? ConsoleColorFromChar( COLOR_WHITE ) : colorWhite;
re.SetColor( firstColor );
while ( *s ) {
if ( Q_IsColorString( s ) ) {
if ( colors == DSC_NORMAL )
re.SetColor( ColorFromChar( s[1] ) );
else if ( colors == DSC_CONSOLE )
re.SetColor( ConsoleColorFromChar( s[1] ) );
if ( !showColorCodes ) {
s += 2;
continue;
}
}
SCR_DrawChar( xx, y, cw, ch, *s );
xx += cw;
s++;
}
re.SetColor( NULL );
}
// draws a string with a drop shadow, optionally with colorcodes
void SCR_DrawString(float x, float y, float cw, float ch, const char* s, qbool allowColor)
{
SCR_DrawStringEx( x, y, cw, ch, s, allowColor ? DSC_NORMAL : DSC_NONE, qfalse, 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 ; a<w ; a++)
{
i = (current-1-a+1024) & 1023;
v = values[i].value;
color = values[i].color;
v = v * cl_graphscale->integer + 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 intStats_t usecFE;
static intStats_t usec3D;
static intStats_t usecBS;
static intStats_t usecGPU;
static void SCR_PerformanceCounters()
{
qbool Sys_V_IsVSynced();
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: %.2fms (99th: %.2fms)", usecFE.median / 1000.0f, usecFE.percentile99 / 1000.0f ), 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: %.2fms (99th: %.2fms)", usec3D.median / 1000.0f, usec3D.percentile99 / 1000.0f ), qfalse ); y += ch;
SCR_DrawString( x, y, cw, ch, va("End: %.2fms (99th: %.2fms)", usecBS.median / 1000.0f, usecBS.percentile99 / 1000.0f ), qfalse ); y += ch;
if ( usecGPU.sampleCount > 0 ) {
SCR_DrawString( x, y, cw, ch, va("GPU: %.2fms (99th: %.2fms)", usecGPU.median / 1000.0f, usecGPU.percentile99 / 1000.0f ), 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;
x = 0, y = 480 - ch;
SCR_AdjustFrom640( &x, &y, 0, 0 );
SCR_DrawString( x, y, cw, ch, va("Back-end: %s", Cvar_VariableString("r_backend")), qfalse ); y -= ch;
SCR_DrawString( x, y, cw, ch, va("V-Sync : %s", Sys_V_IsVSynced() ? "ON" : "OFF"), 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;
if ( cls.maxFPS > 0 && Sys_Milliseconds() < cls.nextFrameTimeMS )
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" );
}
// Why set to 1 and 0 explicitly?
// Because the increment/decrement approach doesn't work.
// One of the calls below might invoke Com_Error, which will in turn
// call longjmp and "abort" the current frame, meaning the end of this
// function (or any function for that matter) is not always reached.
recursive = 1;
const qbool drawFrame = CL_VideoRecording() || !Sys_IsMinimized();
SCR_DrawScreenField( STEREO_CENTER );
PushSample( &usecFE, pcFE[RF_USEC] );
PushSample( &usec3D, pc3D[RB_USEC] );
PushSample( &usecBS, pc3D[RB_USEC_END] );
if ( pc3D[RB_USEC_GPU] > 0 )
PushSample( &usecGPU, pc3D[RB_USEC_GPU] );
else
usecGPU.sampleCount = 0;
if ( com_speeds->integer ) {
re.EndFrame( pcFE, pc2D, pc3D, drawFrame );
time_frontend = pcFE[RF_USEC];
time_backend = pc3D[RB_USEC];
} 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
if ( re.Registered() )
SCR_PerformanceCounters();
re.EndFrame( pcFE, pc2D, pc3D, drawFrame );
} else {
re.EndFrame( NULL, NULL, NULL, drawFrame );
}
if ( cls.maxFPS > 0 )
cls.nextFrameTimeMS = Sys_Milliseconds() + 1000 / cls.maxFPS;
recursive = 0;
}