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Change how draw calls are counted
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parent
30e059a0b6
commit
980ef71e96
@ -89,12 +89,8 @@ public:
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GameRenderer(GameWorld*);
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~GameRenderer();
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/** Number of issued draw calls */
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size_t rendered;
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/** Number of culling events */
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size_t culled;
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size_t frames;
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size_t geoms;
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/** @todo Clean up all these shader program and location variables */
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Renderer::ShaderProgram* worldProg;
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@ -97,9 +97,21 @@ public:
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virtual void invalidate() = 0;
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/**
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* Resets all per-frame counters.
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*/
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void swap();
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/**
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* Returns the number of draw calls issued for the current frame.
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*/
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int getDrawCount();
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private:
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glm::ivec2 viewport;
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glm::mat4 projection2D;
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protected:
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int drawCounter;
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};
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class OpenGLRenderer : public Renderer
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@ -282,7 +282,7 @@ void GameRenderer::renderWorld(const ViewCamera &camera, float alpha)
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_camera.frustum.update(proj * view);
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rendered = culled = geoms = frames = 0;
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culled = 0;
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renderer->useProgram(worldProg);
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@ -816,8 +816,6 @@ void GameRenderer::renderItem(InventoryItem *item, const glm::mat4 &modelMatrix)
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void GameRenderer::renderGeometry(Model* model, size_t g, const glm::mat4& modelMatrix, float opacity, GameObject* object)
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{
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geoms++;
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for(size_t sg = 0; sg < model->geometries[g]->subgeom.size(); ++sg)
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{
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Model::SubGeometry& subgeom = model->geometries[g]->subgeom[sg];
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@ -880,8 +878,6 @@ void GameRenderer::renderGeometry(Model* model, size_t g, const glm::mat4& model
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dp.ambient = mat.ambientIntensity;
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}
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rendered++;
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if( abortTransparent ) {
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transparentDrawQueue.push_back(
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{model, g, sg, modelMatrix, dp, object}
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@ -995,7 +991,6 @@ void GameRenderer::drawOnScreenText()
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bool GameRenderer::renderFrame(Model* m, ModelFrame* f, const glm::mat4& matrix, GameObject* object, float opacity, bool queueTransparent)
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{
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frames++;
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auto localmatrix = matrix;
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bool vis = true;
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@ -87,6 +87,16 @@ void Renderer::setViewport(const glm::ivec2& vp)
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projection2D = glm::ortho(0.f, (float)viewport.x, (float)viewport.y, 0.f, -1.f, 1.f);
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}
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void Renderer::swap()
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{
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drawCounter = 0;
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}
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int Renderer::getDrawCount()
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{
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return drawCounter;
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}
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void OpenGLRenderer::useDrawBuffer(DrawBuffer* dbuff)
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{
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if( dbuff != currentDbuff )
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@ -122,6 +132,8 @@ OpenGLRenderer::OpenGLRenderer()
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, UBOScene);
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, UBOObject);
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swap();
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}
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std::string OpenGLRenderer::getIDString() const
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@ -221,6 +233,7 @@ void OpenGLRenderer::draw(const glm::mat4& model, DrawBuffer* draw, const Render
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};
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uploadUBO(UBOObject, oudata);
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drawCounter++;
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glDrawElements(draw->getFaceType(), p.count, GL_UNSIGNED_INT,
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(void*) (sizeof(RenderIndex) * p.start));
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}
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@ -239,6 +252,7 @@ void OpenGLRenderer::drawArrays(const glm::mat4& model, DrawBuffer* draw, const
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};
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uploadUBO(UBOObject, oudata);
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drawCounter++;
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glDrawArrays(draw->getFaceType(), p.start, p.count);
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}
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@ -248,6 +248,10 @@ void RWGame::tick(float dt)
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void RWGame::render(float alpha, float time)
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{
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lastDraws = getRenderer()->getRenderer()->getDrawCount();
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getRenderer()->getRenderer()->swap();
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auto size = getWindow().getSize();
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renderer->setViewport(size.x, size.y);
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@ -345,7 +349,7 @@ void RWGame::renderDebugStats(float time)
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{
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std::stringstream ss;
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ss << "Frametime: " << time << " (FPS " << (1.f/time) << ")\n";
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ss << "Draws: " << renderer->rendered << " (" << renderer->culled << " Culled)\n";
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ss << "Draws: " << lastDraws << " (" << renderer->culled << " Culls)\n";
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// Count the number of interesting objects.
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int peds = 0, cars = 0;
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@ -16,6 +16,7 @@ class RWGame
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bool inFocus;
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ViewCamera lastCam, nextCam;
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bool showDebugStats;
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int lastDraws; /// Number of draws issued for the last frame.
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float accum;
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float timescale;
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