Exemple #1
0
        static float SCR_DrawFPS(float y)
        {
            var new_y = MathX.FtoiFast(y) + 300;

            // don't use serverTime, because that will be drifting to correct for internet lag changes, timescales, timedemos, etc
            var t         = SysW.Milliseconds;
            var frameTime = t - SCR_DrawFPS_previous;

            SCR_DrawFPS_previous = t;

            SCR_DrawFPS_previousTimes[SCR_DrawFPS_index % FPS_FRAMES] = frameTime;
            SCR_DrawFPS_index++;
            if (SCR_DrawFPS_index > FPS_FRAMES)
            {
                // average multiple frames together to smooth changes out a bit
                var total = 0;
                for (var i = 0; i < FPS_FRAMES; i++)
                {
                    total += SCR_DrawFPS_previousTimes[i];
                }
                if (total == 0)
                {
                    total = 1;
                }
                SCR_DrawFPS_fps = 10000 * FPS_FRAMES / total;
                SCR_DrawFPS_fps = (SCR_DrawFPS_fps + 5) / 10;

                var s = $"{SCR_DrawFPS_fps}fps";
                var w = s.Length * R.SMALLCHAR_WIDTH;

                renderSystem.DrawSmallStringExt((634 / 2) - w, new_y, s, colorWhite, true, localConsole.charSetShader);
            }

            return(y + R.BIGCHAR_HEIGHT + 4);
        }
Exemple #2
0
        // adds a point
        public void AddPoint(float x, float y)
        {
            var ix = (short)MathX.FtoiFast(x);
            var iy = (short)MathX.FtoiFast(y);

            if (ix < x1)
            {
                x1 = ix;
            }
            if (ix > x2)
            {
                x2 = ix;
            }
            if (iy < y1)
            {
                y1 = iy;
            }
            if (iy > y2)
            {
                y2 = iy;
            }
        }
Exemple #3
0
        public override IRenderModel InstantiateDynamicModel(RenderEntity ent, ViewDef view, IRenderModel cachedModel)
        {
            RenderModelStatic staticModel;
            SrfTriangles      tri;
            ModelSurface      surf;

            if (cachedModel != null && !r_useCachedDynamicModels.Bool)
            {
                cachedModel.Dispose(); cachedModel = null;
            }

            if (ent == null || view == null)
            {
                cachedModel.Dispose(); cachedModel = null;
            }

            if (cachedModel != null)
            {
                Debug.Assert(cachedModel is RenderModelStatic);
                Debug.Assert(string.Equals(cachedModel.Name, sprite_SnapshotName, StringComparison.OrdinalIgnoreCase));

                staticModel = (RenderModelStatic)cachedModel;
                surf        = staticModel.Surface(0);
                tri         = surf.geometry;
            }
            else
            {
                staticModel = new RenderModelStatic();
                staticModel.InitEmpty(sprite_SnapshotName);

                tri = R_AllocStaticTriSurf();
                R_AllocStaticTriSurfVerts(tri, 4);
                R_AllocStaticTriSurfIndexes(tri, 6);

                tri.verts[0].Clear();
                tri.verts[0].normal.Set(1f, 0f, 0f);
                tri.verts[0].tangents0.Set(0f, 1f, 0f);
                tri.verts[0].tangents1.Set(0f, 0f, 1f);
                tri.verts[0].st.x = 0f;
                tri.verts[0].st.y = 0f;

                tri.verts[1].Clear();
                tri.verts[1].normal.Set(1f, 0f, 0f);
                tri.verts[1].tangents0.Set(0f, 1f, 0f);
                tri.verts[1].tangents1.Set(0f, 0f, 1f);
                tri.verts[1].st.x = 1f;
                tri.verts[1].st.y = 0f;

                tri.verts[2].Clear();
                tri.verts[2].normal.Set(1f, 0f, 0f);
                tri.verts[2].tangents0.Set(0f, 1f, 0f);
                tri.verts[2].tangents1.Set(0f, 0f, 1f);
                tri.verts[2].st.x = 1f;
                tri.verts[2].st.y = 1f;

                tri.verts[3].Clear();
                tri.verts[3].normal.Set(1f, 0f, 0f);
                tri.verts[3].tangents0.Set(0f, 1f, 0f);
                tri.verts[3].tangents1.Set(0f, 0f, 1f);
                tri.verts[3].st.x = 0f;
                tri.verts[3].st.y = 1f;

                tri.indexes[0] = 0;
                tri.indexes[1] = 1;
                tri.indexes[2] = 3;
                tri.indexes[3] = 1;
                tri.indexes[4] = 2;
                tri.indexes[5] = 3;

                tri.numVerts   = 4;
                tri.numIndexes = 6;

                surf          = new();
                surf.geometry = tri;
                surf.id       = 0;
                surf.shader   = tr.defaultMaterial;
                staticModel.AddSurface(surf);
            }

            var red   = (byte)MathX.FtoiFast(ent.shaderParms[IRenderWorld.SHADERPARM_RED] * 255f);
            var green = (byte)MathX.FtoiFast(ent.shaderParms[IRenderWorld.SHADERPARM_GREEN] * 255f);
            var blue  = (byte)MathX.FtoiFast(ent.shaderParms[IRenderWorld.SHADERPARM_BLUE] * 255f);
            var alpha = (byte)MathX.FtoiFast(ent.shaderParms[IRenderWorld.SHADERPARM_ALPHA] * 255f);

            var right = new Vector3(0f, ent.shaderParms[IRenderWorld.SHADERPARM_SPRITE_WIDTH] * 0.5f, 0f);
            var up    = new Vector3(0f, 0f, ent.shaderParms[IRenderWorld.SHADERPARM_SPRITE_HEIGHT] * 0.5f);

            tri.verts[0].xyz    = up + right;
            tri.verts[0].color0 = red;
            tri.verts[0].color1 = green;
            tri.verts[0].color2 = blue;
            tri.verts[0].color3 = alpha;

            tri.verts[1].xyz    = up - right;
            tri.verts[1].color0 = red;
            tri.verts[1].color1 = green;
            tri.verts[1].color2 = blue;
            tri.verts[1].color3 = alpha;

            tri.verts[2].xyz    = -right - up;
            tri.verts[2].color0 = red;
            tri.verts[2].color1 = green;
            tri.verts[2].color2 = blue;
            tri.verts[2].color3 = alpha;

            tri.verts[3].xyz    = right - up;
            tri.verts[3].color0 = red;
            tri.verts[3].color1 = green;
            tri.verts[3].color2 = blue;
            tri.verts[3].color3 = alpha;

            R_BoundTriSurf(tri);

            staticModel.bounds = tri.bounds;

            return(staticModel);
        }
Exemple #4
0
        => true;        // don't ever need to load

        public override IRenderModel InstantiateDynamicModel(RenderEntity ent, ViewDef view, IRenderModel cachedModel)
        {
            RenderModelStatic staticModel; SrfTriangles tri; ModelSurface surf;

            if (cachedModel != null)
            {
                cachedModel = null;
            }

            if (ent == null || view == null)
            {
                return(null);
            }

            if (cachedModel != null)
            {
                Debug.Assert(cachedModel is RenderModelStatic);
                Debug.Assert(string.Equals(cachedModel.Name, beam_SnapshotName, StringComparison.OrdinalIgnoreCase));

                staticModel = (RenderModelStatic)cachedModel;
                surf        = staticModel.Surface(0);
                tri         = surf.geometry;
            }
            else
            {
                staticModel = new RenderModelStatic();
                staticModel.InitEmpty(beam_SnapshotName);

                tri = R_AllocStaticTriSurf();
                R_AllocStaticTriSurfVerts(tri, 4);
                R_AllocStaticTriSurfIndexes(tri, 6);

                tri.verts[0].Clear(); tri.verts[0].st.x = 0; tri.verts[0].st.y = 0;
                tri.verts[1].Clear(); tri.verts[1].st.x = 0; tri.verts[1].st.y = 1;
                tri.verts[2].Clear(); tri.verts[2].st.x = 1; tri.verts[2].st.y = 0;
                tri.verts[3].Clear(); tri.verts[3].st.x = 1; tri.verts[3].st.y = 1;

                tri.indexes[0] = 0; tri.indexes[1] = 2; tri.indexes[2] = 1; tri.indexes[3] = 2; tri.indexes[4] = 3; tri.indexes[5] = 1;

                tri.numVerts   = 4;
                tri.numIndexes = 6;

                surf          = new();
                surf.geometry = tri;
                surf.id       = 0;
                surf.shader   = tr.defaultMaterial;
                staticModel.AddSurface(surf);
            }

            Vector3 target = reinterpret.cast_vec3(ent.shaderParms, IRenderWorld.SHADERPARM_BEAM_END_X);

            // we need the view direction to project the minor axis of the tube as the view changes
            var modelMatrix = stackalloc float[16];

            R_AxisToModelMatrix(ent.axis, ent.origin, modelMatrix);
            R_GlobalPointToLocal(modelMatrix, view.renderView.vieworg, out var localView);
            R_GlobalPointToLocal(modelMatrix, target, out var localTarget);

            Vector3 major = localTarget;
            Vector3 minor = default;

            Vector3 mid = 0.5f * localTarget;
            Vector3 dir = mid - localView;

            minor.Cross(major, dir);
            minor.Normalize();
            if (ent.shaderParms[IRenderWorld.SHADERPARM_BEAM_WIDTH] != 0f)
            {
                minor *= ent.shaderParms[IRenderWorld.SHADERPARM_BEAM_WIDTH] * 0.5f;
            }

            var red   = (byte)MathX.FtoiFast(ent.shaderParms[IRenderWorld.SHADERPARM_RED] * 255f);
            var green = (byte)MathX.FtoiFast(ent.shaderParms[IRenderWorld.SHADERPARM_GREEN] * 255f);
            var blue  = (byte)MathX.FtoiFast(ent.shaderParms[IRenderWorld.SHADERPARM_BLUE] * 255f);
            var alpha = (byte)MathX.FtoiFast(ent.shaderParms[IRenderWorld.SHADERPARM_ALPHA] * 255f);

            tri.verts[0].xyz = minor; tri.verts[0].color0 = red; tri.verts[0].color1 = green; tri.verts[0].color2 = blue; tri.verts[0].color3 = alpha;
            tri.verts[1].xyz = -minor; tri.verts[1].color0 = red; tri.verts[1].color1 = green; tri.verts[1].color2 = blue; tri.verts[1].color3 = alpha;
            tri.verts[2].xyz = localTarget + minor; tri.verts[2].color0 = red; tri.verts[2].color1 = green; tri.verts[2].color2 = blue; tri.verts[2].color3 = alpha;
            tri.verts[3].xyz = localTarget - minor; tri.verts[3].color0 = red; tri.verts[3].color1 = green; tri.verts[3].color2 = blue; tri.verts[3].color3 = alpha;

            R_BoundTriSurf(tri);

            staticModel.bounds = tri.bounds;

            return(staticModel);
        }