Esempio n. 1
0
void SCR_DisplayTicRate(void)
{
	tic_t i;
	tic_t ontic = I_GetTime();
	tic_t totaltics = 0;
	INT32 ticcntcolor = 0;

	for (i = lasttic + 1; i < TICRATE+lasttic && i < ontic; ++i)
		fpsgraph[i % TICRATE] = false;

	fpsgraph[ontic % TICRATE] = true;

	for (i = 0;i < TICRATE;++i)
		if (fpsgraph[i])
			++totaltics;

	if (totaltics <= TICRATE/2) ticcntcolor = V_REDMAP;
	else if (totaltics == TICRATE) ticcntcolor = V_GREENMAP;

	V_DrawString(vid.width-(24*vid.dupx), vid.height-(16*vid.dupy),
		V_YELLOWMAP|V_NOSCALESTART, "FPS");
	V_DrawString(vid.width-(40*vid.dupx), vid.height-( 8*vid.dupy),
		ticcntcolor|V_NOSCALESTART, va("%02d/%02u", totaltics, TICRATE));

	lasttic = ontic;
}
Esempio n. 2
0
static int libd_drawString(lua_State *L)
{
	fixed_t x = luaL_checkinteger(L, 1);
	fixed_t y = luaL_checkinteger(L, 2);
	const char *str = luaL_checkstring(L, 3);
	INT32 flags = luaL_optinteger(L, 4, V_ALLOWLOWERCASE);
	enum align align = luaL_checkoption(L, 5, "left", align_opt);

	flags &= ~V_PARAMMASK; // Don't let crashes happen.

	if (!hud_running)
		return luaL_error(L, "HUD rendering code should not be called outside of rendering hooks!");

	switch(align)
	{
	case align_left:
		V_DrawString(x, y, flags, str);
		break;
	case align_center:
		V_DrawCenteredString(x, y, flags, str);
		break;
	case align_right:
		V_DrawRightAlignedString(x, y, flags, str);
		break;
	case align_fixed:
		V_DrawStringAtFixed(x, y, flags, str);
		break;
	}
	return 0;
}
Esempio n. 3
0
static int libd_drawString(lua_State *L)
{
	fixed_t x = luaL_checkinteger(L, 1);
	fixed_t y = luaL_checkinteger(L, 2);
	const char *str = luaL_checkstring(L, 3);
	INT32 flags = luaL_optinteger(L, 4, V_ALLOWLOWERCASE);
	enum align align = luaL_checkoption(L, 5, "left", align_opt);

	flags &= ~V_PARAMMASK; // Don't let crashes happen.

	HUDONLY
	switch(align)
	{
	// hu_font
	case align_left:
		V_DrawString(x, y, flags, str);
		break;
	case align_center:
		V_DrawCenteredString(x, y, flags, str);
		break;
	case align_right:
		V_DrawRightAlignedString(x, y, flags, str);
		break;
	case align_fixed:
		V_DrawStringAtFixed(x, y, flags, str);
		break;
	// hu_font, 0.5x scale
	case align_small:
		V_DrawSmallString(x, y, flags, str);
		break;
	case align_smallright:
		V_DrawRightAlignedSmallString(x, y, flags, str);
		break;
	// tny_font
	case align_thin:
		V_DrawThinString(x, y, flags, str);
		break;
	case align_thinright:
		V_DrawRightAlignedThinString(x, y, flags, str);
		break;
	}
	return 0;
}
Esempio n. 4
0
static void D_Display(void)
{
	static boolean menuactivestate = false;
	static gamestate_t oldgamestate = -1;
	boolean redrawsbar = false;
	static boolean wipe = false;

	if (dedicated)
		return;

	if (nodrawers)
		return; // for comparative timing/profiling

	// check for change of screen size (video mode)
	if (setmodeneeded && !wipe)
		SCR_SetMode(); // change video mode

	if (vid.recalc)
		SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc()

	// change the view size if needed
	if (setsizeneeded)
	{
		R_ExecuteSetViewSize();
		oldgamestate = -1; // force background redraw
		redrawsbar = true;
	}

	// save the current screen if about to wipe
	if (gamestate != wipegamestate)
	{
		wipe = true;

#ifndef SHUFFLE
		if (rendermode == render_soft)
#endif
			F_WipeStartScreen();
	}
	else
		wipe = false;

	// Hardware mode does not fade wipe.
	// Thus, don't delay it unless needed for synchronisity.
#ifndef SHUFFLE
	if (rendermode != render_soft /*&& !netgame*/)
	{
		if (gamestate != GS_INTRO
		&& gamestate != GS_INTRO2
		&& gamestate != GS_CUTSCENE)
			wipe = false;
	}
#endif
	// draw buffered stuff to screen
	// Used only by linux GGI version
	I_UpdateNoBlit();

	// Fade to black first
	if (rendermode != render_none)
	{
		if (wipe)
		{
			if (!(mapheaderinfo[gamemap-1]->interscreen[0] == '#'
				&& gamestate == GS_INTERMISSION))
			{
				V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
#if defined (SHUFFLE) && defined (HWRENDER)
				if(rendermode != render_soft)
				{
					HWR_PrepFadeToBlack();
				}
#endif
			}
			F_WipeEndScreen(0, 0, vid.width, vid.height);

			F_RunWipe(2*TICRATE, gamestate != GS_TIMEATTACK);

			WipeInAction = false;
		}
		F_WipeStartScreen();
	}

	// do buffered drawing
	switch (gamestate)
	{
		case GS_LEVEL:
			if (!gametic)
				break;
			HU_Erase();
			if (automapactive)
				AM_Drawer();
			if (wipe || menuactivestate || (rendermode != render_soft && rendermode != render_none) || vid.recalc)
				redrawsbar = true;
			break;

		case GS_INTERMISSION:
			Y_IntermissionDrawer();
			HU_Erase();
			HU_Drawer();
			break;

		case GS_TIMEATTACK:
			break;

		case GS_INTRO:
		case GS_INTRO2:
			F_IntroDrawer();
			break;

		case GS_CUTSCENE:
			F_CutsceneDrawer();
			HU_Erase();
			HU_Drawer();
			break;

		case GS_GAMEEND:
			F_GameEndDrawer();
			break;

		case GS_EVALUATION:
			F_GameEvaluationDrawer();
			break;

		case GS_CREDITS:
			F_CreditDrawer();
			HU_Erase();
			HU_Drawer();
			break;

		case GS_TITLESCREEN:
			F_TitleScreenDrawer();
			break;

		case GS_DEMOSCREEN:
			D_PageDrawer(pagename);
		case GS_DEDICATEDSERVER:
		case GS_WAITINGPLAYERS:
		case GS_NULL:
			break;
	}

	// Transitions for Introduction
	if (gamestate == GS_INTRO && oldgamestate == GS_INTRO2)
		wipe = true;
	else if (gamestate == GS_INTRO2 && oldgamestate == GS_INTRO)
		wipe = true;

	// clean up border stuff
	// see if the border needs to be initially drawn
	if (gamestate == GS_LEVEL)
	{
		if (oldgamestate != GS_LEVEL)
		{
#if 0
			R_FillBackScreen(); // draw the pattern into the back screen
#endif
		}

		// draw the view directly
		if (!automapactive && !dedicated && cv_renderview.value)
		{
			if (players[displayplayer].mo)
			{
				topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
#ifdef HWRENDER
				if (rendermode != render_soft)
					HWR_RenderPlayerView(0, &players[displayplayer]);
				else
#endif
				if (rendermode != render_none)
					R_RenderPlayerView(&players[displayplayer]);
			}

			// render the second screen
			if (secondarydisplayplayer != consoleplayer && players[secondarydisplayplayer].mo)
			{
#ifdef HWRENDER
				if (rendermode != render_soft)
					HWR_RenderPlayerView(1, &players[secondarydisplayplayer]);
				else
#endif
				if (rendermode != render_none)
				{
					viewwindowy = vid.height / 2;
					M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0]));

					topleft = screens[0] + viewwindowy*vid.width + viewwindowx;

					R_RenderPlayerView(&players[secondarydisplayplayer]);

					viewwindowy = 0;
					M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0]));
				}
			}

			// Image postprocessing effect
			if (postimgtype)
				V_DoPostProcessor(0, postimgtype, postimgparam);
			if (postimgtype2)
				V_DoPostProcessor(1, postimgtype2, postimgparam2);
		}

		if (lastdraw)
		{
			if (rendermode == render_soft)
				VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes);
			lastdraw = false;
		}

		ST_Drawer(redrawsbar);

		HU_Drawer();
	}

	// change gamma if needed
	if (gamestate != oldgamestate && gamestate != GS_LEVEL)
		V_SetPalette(0);

	menuactivestate = menuactive;
	oldgamestate = wipegamestate = gamestate;

	// draw pause pic
	if (paused && (!menuactive || netgame))
	{
		INT32 py;
		patch_t *patch;
		if (automapactive)
			py = 4;
		else
			py = viewwindowy + 4;
		patch = W_CachePatchName("M_PAUSE", PU_CACHE);
		V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch);
	}

	// vid size change is now finished if it was on...
	vid.recalc = 0;

	// FIXME: draw either console or menu, not the two
	if (gamestate != GS_TIMEATTACK)
		CON_Drawer();

	M_Drawer(); // menu is drawn even on top of everything
	NetUpdate(); // send out any new accumulation

	// It's safe to end the game now.
	if (G_GetExitGameFlag())
	{
		Command_ExitGame_f();
		G_ClearExitGameFlag();
	}

	//
	// normal update
	//
	if (!wipe)
	{
		if (cv_netstat.value)
		{
			char s[50];
			Net_GetNetStat();

			s[sizeof s - 1] = '\0';

			snprintf(s, sizeof s - 1, "get %d b/s", getbps);
			V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s);
			snprintf(s, sizeof s - 1, "send %d b/s", sendbps);
			V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s);
			snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent);
			V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s);
			snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent);
			V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s);
		}

		I_FinishUpdate(); // page flip or blit buffer

		if (takescreenshot) // Only take screenshots after drawing.
			M_DoScreenShot();

		return;
	}

	//
	// wipe update
	//

	if (rendermode != render_none)
	{
		F_WipeEndScreen(0, 0, vid.width, vid.height);

		F_RunWipe(2*TICRATE, gamestate != GS_TIMEATTACK);

		WipeInAction = false;
	}
}
Esempio n. 5
0
static void displayticrate(fixed_t value)
{
    int j,l,i;
    static tic_t lasttic;
    tic_t tics,t;

    t = I_GetTime();
    tics = (t - lasttic)/NEWTICRATERATIO;
    lasttic = t;
    if (tics > OLDTICRATE) tics = OLDTICRATE;

    for (i=0; i<OLDTICRATE-1; i++)
        fpsgraph[i]=fpsgraph[i+1];
    fpsgraph[OLDTICRATE-1]=OLDTICRATE-tics;

    if (value == 1 || value == 3)
    {
        char s[11];
        sprintf(s, "FPS: %d/%u", OLDTICRATE-tics+1, OLDTICRATE);
        V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT+24, V_YELLOWMAP, s);
    }
    if (value == 1)
        return;

    if (rendermode == render_soft)
    {
        int k;
        // draw dots
        for (j=0; j<=OLDTICRATE*SCALE*vid.dupy; j+=2*SCALE*vid.dupy)
        {
            l=(vid.height-1-j)*vid.width*vid.bpp;
            for (i=0; i<OLDTICRATE*SCALE*vid.dupx; i+=2*SCALE*vid.dupx)
                screens[0][l+i]=0xff;
        }

        // draw the graph
        for (i=0; i<OLDTICRATE; i++)
            for (k=0; k<SCALE*vid.dupx; k++)
                PUTDOT(i*SCALE*vid.dupx+k, vid.height-1-(fpsgraph[i]*SCALE*vid.dupy),0xff);
    }
#ifdef HWRENDER
    else
    {
        fline_t p;
        for (j=0; j<=OLDTICRATE*SCALE*vid.dupy; j+=2*SCALE*vid.dupy)
        {
            l=(vid.height-1-j);
            for (i=0; i<OLDTICRATE*SCALE*vid.dupx; i+=2*SCALE*vid.dupx)
            {
                p.a.x = i;
                p.a.y = l;
                p.b.x = i+1;
                p.b.y = l;
                HWR_drawAMline(&p, 0xff);
            }
        }

        for (i=1; i<OLDTICRATE; i++)
        {
            p.a.x = SCALE * (i-1);
            p.a.y = vid.height-1-fpsgraph[i-1]*SCALE*vid.dupy;
            p.b.x = SCALE * i;
            p.b.y = vid.height-1-fpsgraph[i]*SCALE*vid.dupy;
            HWR_drawAMline(&p, 0xff);
        }
    }
#endif
}
Esempio n. 6
0
// poly : the convex polygon that encloses all child subsectors
static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *bbox)
{
	node_t *bsp;
	poly_t *backpoly, *frontpoly;
	fdivline_t fdivline;
	polyvertex_t *pt;
	INT32 i;

	// Found a subsector?
	if (bspnum & NF_SUBSECTOR)
	{
		if (bspnum == -1)
		{
			// BP: i think this code is useless and wrong because
			// - bspnum==-1 happens only when numsubsectors == 0
			// - it can't happens in bsp recursive call since bspnum is a INT32 and children is UINT16
			// - the BSP is complet !! (there just can have subsector without segs) (i am not sure of this point)

			// do we have a valid polygon ?
			if (poly && poly->numpts > 2)
			{
				DEBPRINT("Adding a new subsector\n");
				if (addsubsector == numsubsectors + NEWSUBSECTORS)
					I_Error("WalkBSPNode: not enough addsubsectors\n");
				else if (addsubsector > 0x7fff)
					I_Error("WalkBSPNode: addsubsector > 0x7fff\n");
				*leafnode = (UINT16)((UINT16)addsubsector | NF_SUBSECTOR);
				extrasubsectors[addsubsector].planepoly = poly;
				addsubsector++;
			}

			//add subsectors without segs here?
			//HWR_SubsecPoly(0, NULL);
		}
		else
		{
			HWR_SubsecPoly(bspnum&(~NF_SUBSECTOR), poly);
			//Hurdler: implement a loading status

			if (ls_count-- <= 0)
			{
				char s[16];
				int x, y;

				I_OsPolling();
				ls_count = numsubsectors/50;
				CON_Drawer();
				sprintf(s, "%d%%", (++ls_percent)<<1);
				x = BASEVIDWIDTH/2;
				y = BASEVIDHEIGHT/2;
				V_DrawFill(0, 0, vid.width, vid.height, 31); // Black background to match fade in effect
				//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
				M_DrawTextBox(x-58, y-8, 13, 1);
				V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
				V_DrawString(x+50-V_StringWidth(s), y, V_YELLOWMAP, s);

				// Is this really necessary at this point..?
				V_DrawCenteredString(BASEVIDWIDTH/2, 40, V_YELLOWMAP, "OPENGL MODE IS INCOMPLETE AND MAY");
				V_DrawCenteredString(BASEVIDWIDTH/2, 50, V_YELLOWMAP, "NOT DISPLAY SOME SURFACES.");
				V_DrawCenteredString(BASEVIDWIDTH/2, 70, V_YELLOWMAP, "USE AT SONIC'S RISK.");

				I_UpdateNoVsync();
			}
		}
		M_ClearBox(bbox);
		poly = extrasubsectors[bspnum&~NF_SUBSECTOR].planepoly;

		for (i = 0, pt = poly->pts; i < poly->numpts; i++,pt++)
			M_AddToBox(bbox, FLOAT_TO_FIXED(pt->x), FLOAT_TO_FIXED(pt->y));

		return;
	}

	bsp = &nodes[bspnum];
	SearchDivline(bsp, &fdivline);
	SplitPoly(&fdivline, poly, &frontpoly, &backpoly);
	poly = NULL;

	//debug
	if (!backpoly)
		nobackpoly++;

	// Recursively divide front space.
	if (frontpoly)
	{
		WalkBSPNode(bsp->children[0], frontpoly, &bsp->children[0],bsp->bbox[0]);

		// copy child bbox
		M_Memcpy(bbox, bsp->bbox[0], 4*sizeof (fixed_t));
	}
	else
		I_Error("WalkBSPNode: no front poly?");

	// Recursively divide back space.
	if (backpoly)
	{
		// Correct back bbox to include floor/ceiling convex polygon
		WalkBSPNode(bsp->children[1], backpoly, &bsp->children[1],
			bsp->bbox[1]);

		// enlarge bbox with seconde child
		M_AddToBox(bbox, bsp->bbox[1][BOXLEFT  ],
			bsp->bbox[1][BOXTOP   ]);
		M_AddToBox(bbox, bsp->bbox[1][BOXRIGHT ],
			bsp->bbox[1][BOXBOTTOM]);
	}
}