fteqw/engine/gl/gl_ngraph.c
Spoike 1693ba6c58 revamped fog to use glsl. shouldn't harm framerate quite so much.
tweeked d3d renderer. certain shader constructs might be broken now so don't try q3 with it, but framerates are up when playing quake.
tweeked gl rendering too, timedemo results seem a little higher also.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3933 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-12-23 03:12:29 +00:00

182 lines
4.2 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// gl_ngraph.c
#include "quakedef.h"
#include "shader.h"
extern qbyte *draw_chars; // 8*8 graphic characters
static texid_t netgraphtexture; // netgraph texture
static shader_t *netgraphshader;
#define NET_GRAPHHEIGHT 32
static qbyte ngraph_texels[NET_GRAPHHEIGHT][NET_TIMINGS];
static void R_LineGraph (int x, int h)
{
int i;
int s;
int color;
s = NET_GRAPHHEIGHT;
if (h == 10000)
color = 0x6f; // yellow
else if (h == 9999)
color = 0x4f; // red
else if (h == 9998)
color = 0xd0; // blue
else
color = 0xfe; // white
if (h>s)
h = s;
for (i=0 ; i<h ; i++)
if (i & 1)
ngraph_texels[NET_GRAPHHEIGHT - i - 1][x] = 0xff;
else
ngraph_texels[NET_GRAPHHEIGHT - i - 1][x] = (qbyte)color;
for ( ; i<s ; i++)
ngraph_texels[NET_GRAPHHEIGHT - i - 1][x] = (qbyte)0xff;
}
static void Draw_CharToNetGraph (int x, int y, int num)
{
int row, col;
qbyte *source;
int drawline;
int nx;
if (!draw_chars)
return;
row = num>>4;
col = num&15;
source = draw_chars + (row<<10) + (col<<3);
for (drawline = 8; drawline; drawline--, y++)
{
for (nx=0 ; nx<8 ; nx++)
if (source[nx] != 255)
ngraph_texels[y][nx+x] = 0x60 + source[nx];
source += 128;
}
}
/*
==============
R_NetGraph
==============
*/
void GLR_NetGraph (void)
{
int a, x, i, y;
int lost;
char st[80];
unsigned ngraph_pixels[NET_GRAPHHEIGHT][NET_TIMINGS];
x = 0;
lost = CL_CalcNet();
for (a=0 ; a<NET_TIMINGS ; a++)
{
i = (cls.netchan.outgoing_sequence-a) & NET_TIMINGSMASK;
R_LineGraph (NET_TIMINGS-1-a, packet_latency[i]);
}
// now load the netgraph texture into gl and draw it
for (y = 0; y < NET_GRAPHHEIGHT; y++)
for (x = 0; x < NET_TIMINGS; x++)
ngraph_pixels[y][x] = d_8to24rgbtable[ngraph_texels[y][x]];
x = ((vid.width - 320)>>1);
x=-x;
y = vid.height - sb_lines - 24 - NET_GRAPHHEIGHT - 1;
M_DrawTextBox (x, y, NET_TIMINGS/8, NET_GRAPHHEIGHT/8 + 1);
y += 8;
sprintf(st, "%3i%% packet loss", lost);
Draw_FunString(8, y, st);
y += 8;
R_Upload(netgraphtexture, "***netgraph***", TF_RGBA32, ngraph_pixels, NULL, NET_TIMINGS, NET_GRAPHHEIGHT, IF_NOMIPMAP|IF_NOPICMIP);
x=8;
R2D_Image(x, y, NET_TIMINGS, NET_GRAPHHEIGHT, 0, 0, 1, 1, netgraphshader);
}
void GLR_FrameTimeGraph (int frametime)
{
int a, x, i, y;
int lost;
char st[80];
unsigned ngraph_pixels[NET_GRAPHHEIGHT][NET_TIMINGS];
static int timehistory[NET_TIMINGS];
static int findex;
timehistory[findex++&NET_TIMINGSMASK] = frametime;
x = 0;
lost = CL_CalcNet();
for (a=0 ; a<NET_TIMINGS ; a++)
{
i = (findex-a) & NET_TIMINGSMASK;
R_LineGraph (NET_TIMINGS-1-a, timehistory[i]);
}
// now load the netgraph texture into gl and draw it
for (y = 0; y < NET_GRAPHHEIGHT; y++)
for (x = 0; x < NET_TIMINGS; x++)
ngraph_pixels[y][x] = d_8to24rgbtable[ngraph_texels[y][x]];
x = ((vid.width - 320)>>1);
x=-x;
y = vid.height - sb_lines - 24 - NET_GRAPHHEIGHT - 1;
M_DrawTextBox (x, y, NET_TIMINGS/8, NET_GRAPHHEIGHT/8 + 1);
y += 8;
sprintf(st, "%3i%% packet loss", lost);
Draw_FunString(8, y, st);
y += 8;
R_Upload(netgraphtexture, "***netgraph***", TF_RGBA32, ngraph_pixels, NULL, NET_TIMINGS, NET_GRAPHHEIGHT, IF_NOMIPMAP|IF_NOPICMIP);
x=8;
R2D_Image(x, y, NET_TIMINGS, NET_GRAPHHEIGHT, 0, 0, 1, 1, netgraphshader);
}
void R_NetgraphInit(void)
{
TEXASSIGN(netgraphtexture, R_AllocNewTexture("***netgraph***", NET_TIMINGS, NET_GRAPHHEIGHT));
netgraphshader = R_RegisterShader("netgraph",
"{\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
netgraphshader->defaulttextures.base = netgraphtexture;
}