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Aquaria/ExternalLibs/iprof/prof_draw.c

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#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include <gl/gl.h>
#include <stdio.h>
#include <stdlib.h>
#include "prof.h"
#include "prof_internal.h"
#pragma warning(disable:4305; disable:4244)
// use factor to compute a glow amount
static int get_colors(float factor,
float text_color_ret[3],
float glow_color_ret[3],
float *glow_alpha_ret)
{
const float GLOW_RANGE = 0.5f;
const float GLOW_ALPHA_MAX = 0.5f;
float glow_alpha;
int i;
float hot[3] = {1, 1.0, 0.9};
float cold[3] = {0.15, 0.9, 0.15};
float glow_cold[3] = {0.5f, 0.5f, 0};
float glow_hot[3] = {1.0f, 1.0f, 0};
if (factor < 0) factor = 0;
if (factor > 1) factor = 1;
for (i=0; i < 3; ++i)
text_color_ret[i] = cold[i] + (hot[i] - cold[i]) * factor;
// Figure out whether to start up the glow as well.
glow_alpha = (factor - GLOW_RANGE) / (1 - GLOW_RANGE);
if (glow_alpha < 0) {
*glow_alpha_ret = 0;
return 0;
}
for (i=0; i < 3; ++i)
glow_color_ret[i] = glow_cold[i] + (glow_hot[i] - glow_cold[i]) * factor;
*glow_alpha_ret = glow_alpha * GLOW_ALPHA_MAX;
return 1;
}
static void draw_rectangle(float x0, float y0, float x1, float y1)
{
// FACE_CULL is disabled so winding doesn't matter
glVertex2f(x0, y0);
glVertex2f(x1, y0);
glVertex2f(x1, y1);
glVertex2f(x0, y1);
}
typedef struct
{
float x0,y0;
float sx,sy;
} GraphLocation;
static void graph_func(int id, int x0, int x1, float *values, void *data)
{
GraphLocation *loc = (GraphLocation *) data;
int i, r,g,b;
// trim out values that are under 0.2 ms to accelerate rendering
while (x0 < x1 && (*values < 0.0002f)) { ++x0; ++values; }
while (x1 > x0 && (values[x1-1-x0] < 0.0002f)) --x1;
if (id == 0)
glColor4f(1,1,1,0.5);
else {
if (x0 == x1) return;
id = (id >> 8) + id;
r = id * 37;
g = id * 59;
b = id * 45;
#pragma warning(disable:4761)
glColor3ub((r & 127) + 80, (g & 127) + 80, (b & 127) + 80);
}
glBegin(GL_LINE_STRIP);
if (x0 == x1) {
float x,y;
x = loc->x0 + x0 * loc->sx;
y = loc->y0 + values[0] * loc->sy;
glVertex2f(x,loc->y0);
glVertex2f(x, y);
}
for (i=0; i < x1-x0; ++i) {
float x,y;
x = loc->x0 + (i+x0) * loc->sx;
y = loc->y0 + values[i] * loc->sy;
glVertex2f(x,y);
}
glEnd();
}
Prof_extern_C void Prof_draw_graph_gl(float sx, float sy, float x_spacing, float y_spacing)
{
#ifdef Prof_ENABLED
Prof_Begin(iprof_draw_graph)
GraphLocation loc = { sx, sy, x_spacing, y_spacing * 1000 };
Prof_graph(128, graph_func, &loc);
Prof_End
#endif
}
// float to string conversion with sprintf() was
// taking up 10-20% of the Prof_draw time, so I
// wrote a faster float-to-string converter
static char int_to_string[100][4];
static char int_to_string_decimal[100][4];
static char int_to_string_mid_decimal[100][4];
static void int_to_string_init(void)
{
int i;
for (i=0; i < 100; ++i) {
sprintf(int_to_string[i], "%d", i);
sprintf(int_to_string_decimal[i], ".%02d", i);
sprintf(int_to_string_mid_decimal[i], "%d.%d", i/10, i % 10);
}
}
static char *formats[5] =
{
"%.0f",
"%.1f",
"%.2f",
"%.3f",
"%.4f",
};
static void float_to_string(char *buf, float num, int precision)
{
int x,y;
switch(precision) {
case 2:
if (num < 0 || num >= 100)
break;
x = num;
y = (num - x) * 100;
strcpy(buf, int_to_string[x]);
strcat(buf, int_to_string_decimal[y]);
return;
case 3:
if (num < 0 || num >= 10)
break;
num *= 10;
x = num;
y = (num - x) * 100;
strcpy(buf, int_to_string_mid_decimal[x]);
strcat(buf, int_to_string_decimal[y]+1);
return;
case 4:
if (num < 0 || num >= 1)
break;
num *= 100;
x = num;
y = (num - x) * 100;
buf[0] = '0';
strcpy(buf+1, int_to_string_decimal[x]);
strcat(buf, int_to_string_decimal[y]+1);
return;
}
sprintf(buf, formats[precision], num);
}
Prof_extern_C void Prof_draw_gl(float sx, float sy,
float full_width, float height,
float line_spacing, int precision,
void (*printText)(float x, float y, char *str), float (*textWidth)(char *str))
{
#ifdef Prof_ENABLED
Prof_Begin(iprof_draw)
int i,j,n,o;
GLuint cull, texture;
float backup_sy;
float field_width = textWidth("5555.55");
float name_width = full_width - field_width * 3;
float plus_width = textWidth("+");
int max_records;
Prof_Report *pob;
if (!int_to_string[0][0]) int_to_string_init();
if (precision < 1) precision = 1;
if (precision > 4) precision = 4;
// disable face culling to avoid having to get winding correct
texture = glIsEnabled(GL_TEXTURE_2D);
cull = glIsEnabled(GL_CULL_FACE);
if (cull == GL_TRUE) {
glDisable(GL_CULL_FACE);
}
pob = Prof_create_report();
for (i=0; i < NUM_TITLE; ++i) {
if (pob->title[i]) {
float header_x0 = sx;
float header_x1 = header_x0 + full_width;
if (i == 0)
glColor4f(0.1f, 0.3f, 0, 0.85);
else
glColor4f(0.2f, 0.1f, 0.1f, 0.85);
glBegin(GL_QUADS);
draw_rectangle(header_x0, sy-2, header_x1, sy-line_spacing+2);
glEnd();
if (i == 0)
glColor4f(0.6, 0.4, 0, 0);
else
glColor4f(0.8f, 0.1f, 0.1f, 0);
printText(sx+2, sy, pob->title[i]);
sy += 1.5*line_spacing;
height -= abs(line_spacing)*1.5;
}
}
max_records = height / abs(line_spacing);
o = 0;
n = pob->num_record;
if (n > max_records) n = max_records;
if (pob->hilight >= o + n) {
o = pob->hilight - n + 1;
}
backup_sy = sy;
// Draw the background colors for the zone data.
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor4f(0,0,0,0.85);
draw_rectangle(sx, sy, sx + full_width, sy - line_spacing);
sy += line_spacing;
for (i = 0; i < n; i++) {
float y0, y1;
if (i & 1) {
glColor4f(0.1, 0.1f, 0.2, 0.85);
} else {
glColor4f(0.1f, 0.1f, 0.3, 0.85);
}
if (i+o == pob->hilight)
glColor4f(0.3f, 0.3f, 0.1f, 0.85);
y0 = sy;
y1 = sy - line_spacing;
draw_rectangle(sx, y0, sx + full_width, y1);
sy += line_spacing;
}
glEnd();
sy = backup_sy;
glColor4f(0.7,0.7,0.7,0);
if (pob->header[0])
printText(sx+8, sy, pob->header[0]);
for (j=1; j < NUM_HEADER; ++j)
if (pob->header[j])
printText(sx + name_width + field_width * (j-1) +
field_width/2 - textWidth(pob->header[j])/2, sy, pob->header[j]);
sy += line_spacing;
for (i = 0; i < n; i++) {
char buf[256], *b = buf;
Prof_Report_Record *r = &pob->record[i+o];
float text_color[3], glow_color[3];
float glow_alpha;
float x = sx + textWidth(" ") * r->indent + plus_width/2;
if (r->prefix) {
buf[0] = r->prefix;
++b;
} else {
x += plus_width;
}
if (r->number)
sprintf(b, "%s (%d)", r->name, r->number);
else
sprintf(b, "%s", r->name);
if (get_colors(r->heat, text_color, glow_color, &glow_alpha)) {
glColor4f(glow_color[0], glow_color[1], glow_color[2], glow_alpha);
//printText(x+2, sy-1, buf);
printText(x+1, sy, buf);
}
glColor3fv(text_color);
printText(x + 1, sy, buf);
for (j=0; j < NUM_VALUES; ++j) {
if (r->value_flag & (1 << j)) {
int pad;
float_to_string(buf, r->values[j], j == 2 ? 2 : precision);
pad = field_width- plus_width - textWidth(buf);
if (r->indent) pad += plus_width;
printText(sx + pad + name_width + field_width * j, sy, buf);
}
}
sy += line_spacing;
}
Prof_free_report(pob);
if (cull == GL_TRUE)
glEnable(GL_CULL_FACE);
if (texture == GL_TRUE)
glEnable(GL_TEXTURE_2D);
Prof_End
#endif
}