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openrw/rwgame/benchmarkstate.cpp
Daniel Evans 3e9b0c64e4 Re-implement object rendering using a depth-sorted approach.
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.
2016-04-19 01:20:54 +01:00

113 lines
2.5 KiB
C++

#include "benchmarkstate.hpp"
#include "RWGame.hpp"
#include <engine/GameState.hpp>
BenchmarkState::BenchmarkState(RWGame* game, const std::string& benchfile)
: State(game)
, benchfile(benchfile)
, benchmarkTime(0.f)
, frameCounter(0)
{
}
void BenchmarkState::enter()
{
std::ifstream benchstream(benchfile);
unsigned int clockHour;
unsigned int clockMinute;
benchstream >> clockHour;
benchstream.seekg(1,std::ios_base::cur);
benchstream >> clockMinute;
game->getWorld()->state->basic.gameHour = clockHour;
game->getWorld()->state->basic.gameMinute = clockMinute;
float time = 0.f;
glm::vec3 tmpPos;
while (benchstream)
{
TrackPoint point;
benchstream >> point.time;
if (!benchstream) break;
benchstream >> point.position.x;
if (!benchstream) break;
benchstream >> point.position.y;
if (!benchstream) break;
benchstream >> point.position.z;
if (!benchstream) break;
benchstream >> point.angle.x;
if (!benchstream) break;
benchstream >> point.angle.y;
if (!benchstream) break;
benchstream >> point.angle.z;
if (!benchstream) break;
benchstream >> point.angle.w;
if (!benchstream) break;
if (track.size() == 0) {
tmpPos = point.position;
}
float pointDist = glm::distance(tmpPos, point.position);
tmpPos = point.position;
point.time = time + pointDist / 50.f;
time = point.time;
duration = std::max(duration, point.time);
track.push_back(point);
}
std::cout << "Loaded " << track.size() << " points" << std::endl;
}
void BenchmarkState::exit()
{
std::cout << "Results =============\n"
<< "Benchmark: " << benchfile << "\n"
<< "Frames: " << frameCounter << "\n"
<< "Duration: " << duration << " seconds\n"
<< "Avg FPS: " << (frameCounter/duration) << std::endl;
}
void BenchmarkState::tick(float dt)
{
if (track.size() > 0)
{
TrackPoint& a = track.front();
TrackPoint& b = track.back();
for (TrackPoint& p : track)
{
if (benchmarkTime < p.time)
{
b = p;
break;
}
a = p;
}
if (benchmarkTime > duration) {
StateManager::get().exit();
}
if (b.time != a.time)
{
float alpha = (benchmarkTime - a.time) / (b.time - a.time);
trackCam.position = glm::mix(a.position, b.position, alpha);
trackCam.rotation = glm::slerp(a.angle, b.angle, alpha);
}
benchmarkTime += dt;
}
}
void BenchmarkState::draw(GameRenderer* r)
{
frameCounter++;
State::draw(r);
}
void BenchmarkState::handleEvent(const sf::Event &e)
{
State::handleEvent(e);
}
const ViewCamera &BenchmarkState::getCamera()
{
return trackCam;
}