Sped up application load time by Enginestatistics allocation from heap to stack, Colour and rotation render test
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@ -3,36 +3,36 @@
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#include <imgui.h>
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struct EngineStatistics {
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long long lastSampleTime;
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float frameTime;
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uint32_t verts;
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uint32_t DC;
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long long lastSampleTime;
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long long frames;
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long long FPS;
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};
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extern EngineStatistics* ES;
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extern EngineStatistics ES;
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inline void PerfomanceSamplerInit(){
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ES = new EngineStatistics();
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ES->frames = 0;
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ES->lastSampleTime = 0;
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ES->lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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ES.frames = 0;
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ES.lastSampleTime = 0;
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ES.lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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}
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inline void SamplePerformance(void) {
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ES->frames++;
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ES->DC = 0;
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ES->verts = 0;
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ES.frames++;
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ES.DC = 0;
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ES.verts = 0;
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unsigned long long now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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unsigned long long MilliSecondsPast = now - ES->lastSampleTime;
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unsigned long long MilliSecondsPast = now - ES.lastSampleTime;
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if (MilliSecondsPast >= 1000) {
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ES->frameTime = (float)1000 / ES->frames;
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ES->FPS = ES->frames;
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ES->frames = 0;
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ES->lastSampleTime = now;
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ES.frameTime = (float)1000 / ES.frames;
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ES.FPS = ES.frames;
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ES.frames = 0;
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ES.lastSampleTime = now;
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}
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}
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@ -41,10 +41,12 @@ inline void SamplePerformance(void) {
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inline void ShowStats() {
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ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove);
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ImGui::Text("FPS: %i", ES->FPS);
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ImGui::Text("Frame Time: %f", ES->frameTime);
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ImGui::Text("Verts: %i", ES->verts);
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ImGui::Text("Draw Calls: %i", ES->DC);
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ImGui::Text("FPS: %i", ES.FPS);
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ImGui::Text("Frame Time: %f", ES.frameTime);
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ImGui::Text("Verts: %i", ES.verts);
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ImGui::Text("Draw Calls: %i", ES.DC);
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ImGui::End();
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}
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@ -1,6 +1,6 @@
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#include "BarinkEngine.h"
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EngineStatistics* ES;
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EngineStatistics ES;
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BarinkEngine::Renderer renderer;
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int main(int argc, char* argv[]) {
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// Setup performance sampler
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@ -12,6 +12,8 @@ int main(int argc, char* argv[]) {
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renderer = BarinkEngine::Renderer();
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InputSystem = BarinkEngine::InputManager();
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ES = EngineStatistics();
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InputSystem.attach(&MainWindow);
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@ -55,7 +57,6 @@ int main(int argc, char* argv[]) {
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// Shutdown Services
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delete ES;
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return 0;
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}
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@ -18,12 +18,14 @@ BarinkEngine::Renderer::~Renderer()
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// glDeleteBuffers(1, &UV_id);
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}
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float Angle = 0.0;
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void BarinkEngine::Renderer::Render()
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{
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// This creation of the projection and camera is somewhat wastefull
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Camera cam = Camera(glm::vec3(8.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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Camera cam = Camera(glm::vec3(16.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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Angle += 0.0001f;
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for (auto model : models) {
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// Push matrices etc ....
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@ -40,15 +42,17 @@ void BarinkEngine::Renderer::Render()
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model->material->Apply();
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model->material->shader.setUniformVec3("Color", model->material->Color);
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model->material->shader.setUniformMat4("M", glm::mat4());
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model->material->shader.setUniformMat4("M", glm::rotate(glm::mat4(), Angle, glm::vec3(0.5f, 0.5f, 0.0f)));
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model->material->shader.setUniformMat4("V", cam.GetViewMatrix());
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model->material->shader.setUniformMat4("P", projection);
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}
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// Update perf counters
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ES->verts = model->mesh->vertices.size();
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ES->DC++;
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ES.verts = model->mesh->vertices.size();
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ES.DC++;
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glDrawElements(GL_TRIANGLES,
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static_cast<unsigned int>(model->mesh->elements.size()),
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@ -7,5 +7,5 @@ uniform sampler2D Texture;
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void main(){
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FragColor = mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 0.5f);
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FragColor = vec4(1.0f, 0.0f, 0.0f , 1.0f); // mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 1.0f);
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}
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@ -38,8 +38,9 @@ void Start() {
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// Create a cube node
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cube = MI->Import("../build/SandboxApplication/Debug/Models/Cube.obj");
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cube = MI->Import("../build/SandboxApplication/Debug/Models/cube.obj");
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cube->renderable->material = new Material(*shader);
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cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
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// What is in cube now ??
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std::cout << "mesh vertices: " << cube->renderable->mesh->vertices.size() << std::endl;
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