mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-13 22:24:17 +01:00
3e9b0c64e4
This moves the object rendering logic into ObjectRenderer. This makes GameRenderer a bit smaller. There are some rendering logic decisions that haven't been brought back yet since they may be better placed elsewhere.
113 lines
2.5 KiB
C++
113 lines
2.5 KiB
C++
#include "benchmarkstate.hpp"
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#include "RWGame.hpp"
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#include <engine/GameState.hpp>
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BenchmarkState::BenchmarkState(RWGame* game, const std::string& benchfile)
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: State(game)
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, benchfile(benchfile)
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, benchmarkTime(0.f)
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, frameCounter(0)
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{
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}
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void BenchmarkState::enter()
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{
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std::ifstream benchstream(benchfile);
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unsigned int clockHour;
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unsigned int clockMinute;
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benchstream >> clockHour;
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benchstream.seekg(1,std::ios_base::cur);
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benchstream >> clockMinute;
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game->getWorld()->state->basic.gameHour = clockHour;
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game->getWorld()->state->basic.gameMinute = clockMinute;
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float time = 0.f;
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glm::vec3 tmpPos;
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while (benchstream)
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{
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TrackPoint point;
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benchstream >> point.time;
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if (!benchstream) break;
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benchstream >> point.position.x;
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if (!benchstream) break;
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benchstream >> point.position.y;
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if (!benchstream) break;
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benchstream >> point.position.z;
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if (!benchstream) break;
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benchstream >> point.angle.x;
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if (!benchstream) break;
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benchstream >> point.angle.y;
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if (!benchstream) break;
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benchstream >> point.angle.z;
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if (!benchstream) break;
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benchstream >> point.angle.w;
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if (!benchstream) break;
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if (track.size() == 0) {
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tmpPos = point.position;
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}
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float pointDist = glm::distance(tmpPos, point.position);
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tmpPos = point.position;
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point.time = time + pointDist / 50.f;
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time = point.time;
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duration = std::max(duration, point.time);
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track.push_back(point);
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}
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std::cout << "Loaded " << track.size() << " points" << std::endl;
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}
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void BenchmarkState::exit()
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{
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std::cout << "Results =============\n"
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<< "Benchmark: " << benchfile << "\n"
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<< "Frames: " << frameCounter << "\n"
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<< "Duration: " << duration << " seconds\n"
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<< "Avg FPS: " << (frameCounter/duration) << std::endl;
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}
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void BenchmarkState::tick(float dt)
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{
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if (track.size() > 0)
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{
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TrackPoint& a = track.front();
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TrackPoint& b = track.back();
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for (TrackPoint& p : track)
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{
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if (benchmarkTime < p.time)
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{
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b = p;
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break;
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}
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a = p;
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}
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if (benchmarkTime > duration) {
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StateManager::get().exit();
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}
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if (b.time != a.time)
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{
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float alpha = (benchmarkTime - a.time) / (b.time - a.time);
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trackCam.position = glm::mix(a.position, b.position, alpha);
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trackCam.rotation = glm::slerp(a.angle, b.angle, alpha);
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}
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benchmarkTime += dt;
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}
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}
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void BenchmarkState::draw(GameRenderer* r)
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{
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frameCounter++;
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State::draw(r);
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}
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void BenchmarkState::handleEvent(const sf::Event &e)
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{
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State::handleEvent(e);
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}
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const ViewCamera &BenchmarkState::getCamera()
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{
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return trackCam;
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}
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