コード例 #1
0
ファイル: md3view.cpp プロジェクト: UberGames/MD3View
void stat_gl_model( gl_model *__model, char *psAttachedVia )
{
#define ARB_NAME_PADDING 26
#define ARB_LOD_PADDING 9
#define ARB_ATTACHNAME_PADDING 24
#define ARB_VERTINFO_PADDING 15

	gl_model* model = __model;

	if (model)
	{
		giModelsStatted++;

		if (model->modelType == MODTYPE_MD3)
		{
			switch (mdview.iLODLevel)
			{
				case 0:	break;
				case 1: model = model->pModel_LOD1;	break;
				case 2: model = model->pModel_LOD2; break;
			}
	
			if (!model)
			{
				Text_DisplayFlat(	va("%s", String_EnsureMinLength("( LOD model missing )",ARB_NAME_PADDING)),
									iTextX, iTextY, 
									0, 255,0,		// RGB
									false
								);

				iTextY += TEXT_DEPTH;
				return;
			}
		}
	}

	int iNextX = 0;
	if (model)
	{
		iNextX = 
		Text_DisplayFlat(	va("%s Frame %4d/%4d", 
								String_EnsureMinLength(va("\"%s\"",model->sMD3BaseName),ARB_NAME_PADDING), 							
								model->currentFrame, model->iNumFrames),	
							iTextX, iTextY, 
							0, 255,0,		// RGB
							false
						);
	}
	else
	{
		iTextY += TEXT_DEPTH;	// seperate totals a bit

		iNextX = 
						//  va("%s Frame 1234/1234"
		Text_DisplayFlat(	va("%s                ", String_EnsureMinLength("( totals )",ARB_NAME_PADDING)),
							iTextX, iTextY, 
							0, 255,0,		// RGB
							false
						);
	}


	if (model)
	{
		// LODs info...
		//
		if (model->modelType == MODTYPE_MDR)
		{
			md4LOD_t *pLOD = (md4LOD_t *) ((byte *)model->Q3ModelStuff.md4 + model->Q3ModelStuff.md4->ofsLODs);
			int iWhichLod = mdview.iLODLevel;

			if (iWhichLod >= model->Q3ModelStuff.md4->numLODs)
				iWhichLod  = model->Q3ModelStuff.md4->numLODs-1;				

			iNextX = Text_DisplayFlat(	String_EnsureMinLength(va("(LOD %1d/%1d)",iWhichLod+1,model->Q3ModelStuff.md4->numLODs),ARB_LOD_PADDING),
										iNextX+(2*TEXT_WIDTH), iTextY, 
										255/2,255,255/2,		// RGB
										false
									);
		}
		else
		{
			iNextX = Text_DisplayFlat(	String_EnsureMinLength(va("(LOD %1d)",mdview.iLODLevel+1),ARB_LOD_PADDING),
										iNextX+(2*TEXT_WIDTH), iTextY, 
										255/2,255,255/2,		// RGB
										false
									);
		}
	}
	else
	{
		iNextX = Text_DisplayFlat(	String_EnsureMinLength("",ARB_LOD_PADDING),
									iNextX+(2*TEXT_WIDTH), iTextY, 
									255/2,255,255/2,		// RGB
									false
								);
	}

	if (model)
	{
		// Verts/tris info...
		//
		iNextX =
		Text_DisplayFlat(	String_EnsureMinLength(
													va("(V:%4d T:%4d)",model->iRenderedVerts,model->iRenderedTris),
													ARB_VERTINFO_PADDING
													),
							iNextX+(2*TEXT_WIDTH), iTextY, 
							255, 255/2, 255/2,		// RGB (pink)
							false
						);
		giTotVerts+= model->iRenderedVerts;
		giTotTris += model->iRenderedTris;
	}
	else
	{
		// Verts/tris info...
		//
		iNextX =
		Text_DisplayFlat(	String_EnsureMinLength(
													va("(V:%4d T:%4d)",giTotVerts,giTotTris),
													ARB_VERTINFO_PADDING
													),
							iNextX+(2*TEXT_WIDTH), iTextY, 
							255, 255/2, 255/2,		// RGB (pink)
							false
						);
	}


	if (model)
	{
		// attached-via info...
		//
		iNextX =
		Text_DisplayFlat(	String_EnsureMinLength(
													va("%s", psAttachedVia?va("(attached: \"%s\")",psAttachedVia):""),
													ARB_ATTACHNAME_PADDING
													),	
							iNextX+(2*TEXT_WIDTH), iTextY, 
							0, 255/2,0,		// RGB
							false
						);

		// print either the locked local frame number in red (if anim locking is on), or just the anim sequence name
		//	if there's one corresponding to this...
		//
		Sequence_t* pSeq = NULL;
		bool bIsUpper = false;
		if ((model == pModel_Upper || model->pModel_LOD0 == pModel_Upper ) && iAnimLockNumber_Upper)
		{
			pSeq = Animation_GetUpperSequence( iAnimLockNumber_Upper-1 );			
			bIsUpper = true;
		}
		if ((model == pModel_Lower || model->pModel_LOD0 == pModel_Lower ) && iAnimLockNumber_Lower)
		{
			pSeq = Animation_GetLowerSequence( iAnimLockNumber_Lower-1 );
			bIsUpper = false;
		}
		if (pSeq)
		{
			bool bWasMulti = false;
			if (pSeq->bMultiSeq)			
			{
				pSeq = GetMultiLockedSequenceFromFrame(model->currentFrame, bIsUpper );
				bWasMulti = true;
			}
			
			if (pSeq)
			{
				iNextX = Text_DisplayFlat(	va("%d/%d",model->currentFrame-pSeq->iTargetFrame,pSeq->iFrameCount),
									iNextX+(2*TEXT_WIDTH), iTextY, 
									255,				// R
									0,					// G
									bWasMulti?255:0,	// B	// multi displays as purple
									false
								);
			}
		}
		//else
		if (!pSeq)
		{
			if ((model == pModel_Upper || model->pModel_LOD0 == pModel_Upper ) && !iAnimLockNumber_Upper)
			{
				pSeq = Animation_FromUpperFrame( model->currentFrame );
			}
			if ((model == pModel_Lower || model->pModel_LOD0 == pModel_Lower ) && !iAnimLockNumber_Lower)
			{
				pSeq = Animation_FromLowerFrame( model->currentFrame );
			}
			if (pSeq)
			{				
				iNextX = Text_DisplayFlat(  va("%s",pSeq->sName.c_str()), iNextX + (2*TEXT_WIDTH), iTextY, 0,200,200, true);	// dim cyan
			}
		}
	}

	iTextY += TEXT_DEPTH;
}
コード例 #2
0
ファイル: md3view.cpp プロジェクト: UberGames/MD3View
void draw_stats()
{
	if (mdview.baseModel)
	{
		iTextX = 2*TEXT_WIDTH;	// arb start pos 2 in from both edges
		iTextY = 4*TEXT_DEPTH;	// ... or 4... :-)

//		// Displays text at a 2d screen coord. 0,0 is top left corner, add TEXT_DEPTH per Y to go down a line
//
//		Text_DisplayFlat("testing testing HELLO!!", 100,100, 0, 255,0, true);
//		
//		Vec3 v={0,0,0};
//		Text_Display("testing testing HELLO!!", v, 255,0,0);
//
//
		gl_model *model = mdview.baseModel;

		stat_skeleton( model, NULL );

		// anim locks on the whole model?, if so display 'em...
		//
		char sString[1024];
		for (int i=0; i<2; i++)
		{
			// display anim locks at bottom of screen...
			//
			Sequence_t* pSeq=NULL;

			bool bIsUpper = false;

			if (i==0 && iAnimLockNumber_Upper )
			{
				pSeq = Animation_GetUpperSequence( iAnimLockNumber_Upper-1 );			
				bIsUpper = true;
			}

			if (i==1 && iAnimLockNumber_Lower )
			{
				pSeq = Animation_GetLowerSequence( iAnimLockNumber_Lower-1 );
				bIsUpper = false;
			}

			if (pSeq)
			{				
				int iYpos = g_iScreenHeight-((!i?4:3)*TEXT_DEPTH);

				// cheat, do this next bit here just to get the X coord, then overwrite later
				sprintf(sString,"%s anim lock: %s  Frames: %4d...%4d%s",!i?"Upper":"Lower",String_EnsureMinLength(pSeq->sName.c_str(),iAnimLockLongestString),pSeq->iTargetFrame,(pSeq->iTargetFrame+pSeq->iFrameCount)-1,String_EnsureMinLength((pSeq->iLoopFrame==-1)?"":va("  loop: %3d(%3d)",pSeq->iLoopFrame,pSeq->iTargetFrame+pSeq->iLoopFrame),25));				
				int iXpos = (g_iScreenWidth/2)-( (strlen(sString)/2)*TEXT_WIDTH);

				if (pSeq->bMultiSeq)
				{
					Sequence_t *pCurrentMultiSeq = GetMultiLockedSequenceFromFrame(bIsUpper?pModel_Upper->currentFrame:pModel_Lower->currentFrame, bIsUpper );
					int iStrlenAtCurrentSeqPoint = 0;

					sprintf(sString,"%s anim lock: ",bIsUpper?"Upper":"Lower");

					MultiSequenceLock_t* pMultiLock = (bIsUpper)?&MultiSequenceLock_Upper:&MultiSequenceLock_Lower;
					MultiSequenceLock_t::iterator it;
					for (it = pMultiLock->begin(); it != pMultiLock->end(); ++it)
					{
						int iSeqIndex = *it;

						pSeq = (bIsUpper)?Animation_GetUpperSequence(iSeqIndex):Animation_GetLowerSequence(iSeqIndex);
						
						assert(pSeq);
						if (pSeq)
						{
							if (pSeq == pCurrentMultiSeq)
								iStrlenAtCurrentSeqPoint = strlen(sString);

							strcat(sString,va("%s  ",pSeq->sName.c_str()));
						}
					}

//					int iXpos = (g_iScreenWidth/2)-( (strlen(sString)/2)*TEXT_WIDTH);					
				
					Text_DisplayFlat(sString, iXpos, iYpos, 255,0,0, true);

					// now overlay the highlighted one for current...
					//
					if (pCurrentMultiSeq)
					{
						iXpos += iStrlenAtCurrentSeqPoint*TEXT_WIDTH;
		
						Text_DisplayFlat(pCurrentMultiSeq->sName.c_str(), iXpos, iYpos, 255,0,255, true);					
					}
				}
				else
				{
					sprintf(sString,"%s anim lock: %s  Frames: %4d...%4d%s",!i?"Upper":"Lower",String_EnsureMinLength(pSeq->sName.c_str(),iAnimLockLongestString),pSeq->iTargetFrame,(pSeq->iTargetFrame+pSeq->iFrameCount)-1,String_EnsureMinLength((pSeq->iLoopFrame==-1)?"":va("  loop: %3d(%3d)",pSeq->iLoopFrame,pSeq->iTargetFrame+pSeq->iLoopFrame),25));
					
//					int iXpos = (g_iScreenWidth/2)-( (strlen(sString)/2)*TEXT_WIDTH);					
				
					Text_DisplayFlat(sString, iXpos, iYpos, 255,0,0, true);
				}
			}

			if (RunningNT() == 4)	// only needed on NT4, NT 2000 and W95/98 are ok
			{
				pSeq = NULL;

				if (i==0 && iAnimDisplayNumber_Upper)
					pSeq = Animation_GetUpperSequence( iAnimDisplayNumber_Upper-1);
				if (i==1 && iAnimDisplayNumber_Lower)
					pSeq = Animation_GetLowerSequence( iAnimDisplayNumber_Lower-1);

				if (pSeq)
				{	
					if (pSeq->bMultiSeq)
					{
						assert(0);	// should never be able to get here in the animlock display-cycler				
					}
					else
					{
						sprintf(sString,"( %s anim     : %s  Frames: %4d...%4d%s )",!i?"Upper":"Lower",String_EnsureMinLength(pSeq->sName.c_str(),iAnimLockLongestString),pSeq->iTargetFrame,(pSeq->iTargetFrame+pSeq->iFrameCount)-1,String_EnsureMinLength((pSeq->iLoopFrame==-1)?"":va("  loop: %3d(%3d)",pSeq->iLoopFrame,pSeq->iTargetFrame+pSeq->iLoopFrame),25));					
						
						int iXpos = (g_iScreenWidth/2)-( ((strlen(sString)/2)/*+2*/)*TEXT_WIDTH);	// 2 chars back from LOCk string, because of bracket+space at start
						int iYpos = g_iScreenHeight-((!i?7:6)*TEXT_DEPTH);

						Text_DisplayFlat(sString, iXpos, iYpos, 0,200,200, true);	// dim yellow
					}
				}
			}
		}

		// display current FPS and interp state...
		//
		sprintf(sString,"FPS: %2.2f %s",1/(mdview.animSpeed),mdview.animate?"(Playing)":"(Stopped)");

		iTextX = 
		Text_DisplayFlat(sString,	(g_iScreenWidth/2)-( (strlen(sString)/2)*TEXT_WIDTH),
									1*TEXT_DEPTH,
									255,255,255,
									false
						);

		if (mdview.interpolate)
		{
			iTextX = Text_DisplayFlat("(Interpolated)", iTextX+(2*TEXT_WIDTH),1*TEXT_DEPTH, 255/2,255/2,255/2,false);
		}

		iTextX = Text_DisplayFlat(va("(LOD: %d)",mdview.iLODLevel+1), iTextX+(2*TEXT_WIDTH), 1*TEXT_DEPTH, 255/2,255,255/2,false);
/*		Text_DisplayFlat(sString,	g_iScreenWidth-((strlen(sString)+2)*TEXT_WIDTH),
																	 2 *TEXT_DEPTH,
									255,255,255,
									false
						);*/

		iTextX = Text_DisplayFlat(va("( FOV: %g )",mdview.dFOV), iTextX+(2*TEXT_WIDTH),1*TEXT_DEPTH, 255, 255, 255, false);


		if (mdview.bUseAlpha)
		{
			Text_DisplayFlat("( Alpha )", iTextX+(2*TEXT_WIDTH),1*TEXT_DEPTH, 128, 128, 128, false);
		}

		// display head skin numbers in top left...
		//
		gl_model* pModel = R_FindModel( mdview.baseModel, "head");
		if (pModel)
		{
			sprintf(sString,"Head skin: %s", va("\"%s%s\"",model->sHeadSkinName,!mdview.iSkinNumber?"":va("-%1d",mdview.iSkinNumber)));

			Text_DisplayFlat(sString,	2*TEXT_WIDTH,//(g_iScreenWidth/2)-( (strlen(sString)/2)*TEXT_WIDTH),
										1*TEXT_DEPTH,
										200,200,200,
										false
							);
		}

		// display which format anim table this is using (if any)...
		//
		if (mdview.bAnimCFGLoaded)
		{
			if (mdview.bAnimIsMultiPlayerFormat)
				sprintf(sString,"( MultiPlayer ) ");
			else
				sprintf(sString,"( SinglePlayer ) ");

			int iYpos = g_iScreenHeight-(2*TEXT_DEPTH);
			int iXpos = g_iScreenWidth -(strlen(sString)*TEXT_WIDTH);

			Text_DisplayFlat(sString, iXpos, iYpos, 128,128,128, true);	// grey
		}


		// display current picmip state...
		//
		{
			extern int TextureList_GetMip(void);

			int iYpos = g_iScreenHeight-(2*TEXT_DEPTH);
			int iXpos = 1*TEXT_WIDTH;

			sprintf(sString,"( PICMIP: %d )",TextureList_GetMip());
			Text_DisplayFlat(sString,	
								iXpos, iYpos,
								100,100,100,
								false
							);
		}
	}
}
コード例 #3
0
ファイル: clipboard.cpp プロジェクト: 3ddy/Jedi-Academy
// if psFilename == NULL, takes a memory screenshot in DIB format (for copying to clipboard)
//
bool ScreenShot(LPCSTR psFilename,			// else NULL = take memory snapshot (for clipboard)
				LPCSTR psCopyrightMessage,	// /* = NULL */
				int iWidth,					// /* = <screenwidth>  */
				int iHeight					// /* = <screenheight> */
				)
{
	bool bReturn = false;

	int iOldPack;	
	glGetIntegerv(GL_PACK_ALIGNMENT,&iOldPack);
	glPixelStorei(GL_PACK_ALIGNMENT,1);
	
	void *pvGLPixels = malloc (iWidth * iHeight * 3);	// 3 = R,G,B

	if (pvGLPixels)
	{
		if (psCopyrightMessage)
		{
			bool bOldInhibit = gbTextInhibit;
			gbTextInhibit = false;
			Text_DisplayFlat(psCopyrightMessage, 0, (iHeight-TEXT_DEPTH)-1,255,255,255);	// y-1 = aesthetic only
			gbTextInhibit = bOldInhibit;
		}

		glReadPixels(	0,					// x
						0,					// y (from bottom left)
						iWidth,				// width
						iHeight,			// height
						GL_RGB,				// format
						GL_UNSIGNED_BYTE,	// type
						pvGLPixels			// buffer ptr 			
						);

		// save area is valid size...
		//
		if (BMP_Open(psFilename, iWidth, iHeight))
		{
			for (int y=0; y<iHeight; y++)				
			{
				LPGLRGBBYTES 
				lpGLRGBBytes = (LPGLRGBBYTES) pvGLPixels;
				lpGLRGBBytes+= y * iWidth;

				for (int x=0; x<iWidth; x++, lpGLRGBBytes++)
				{
					BMP_WritePixel(lpGLRGBBytes->r,lpGLRGBBytes->g,lpGLRGBBytes->b);
				}

				BMP_WriteLinePadding(iWidth);	// arg is # pixels per row	
			}

			BMP_Close(psFilename,false);	// false = bFlipFinal			

			bReturn = true;
		}

		free(pvGLPixels);
		pvGLPixels = NULL;	// yeah...yeah
	}	

	glPixelStorei(GL_PACK_ALIGNMENT,iOldPack);

	return bReturn;
}