fteqw/engine/gl/gl_ngraph.c

183 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, GL_AllocNewTexture("***netgraph***", NET_TIMINGS, NET_GRAPHHEIGHT));
netgraphshader = R_RegisterShader("netgraph",
"{\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
netgraphshader->defaulttextures.base = netgraphtexture;
}