Performance sampler added
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f0984b6117
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BarinkEngine/PerfCounter.cpp
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70
BarinkEngine/PerfCounter.cpp
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@ -0,0 +1,70 @@
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#include "src/PerfCounter.h"
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#include <imgui.h>
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#include <iostream>
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EngineStatistics ES;
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uint64_t EngineInstrumentation::GetPrecisionTime() {
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using namespace std::chrono; // REMINDER: This is kinda ugly but safes line width
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return duration_cast<milliseconds>(high_resolution_clock::now().time_since_epoch()).count();
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}
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void EngineInstrumentation::PerfomanceSamplerInit() {
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ES.frames = 0;
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//EngineInstrumentation::lastSampleTime = GetPrecisionTime();
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}
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void EngineInstrumentation::Update() {
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/*
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uint64_t MilliSecondsPast = GetPrecisionTime() - EngineInstrumentation::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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//EngineInstrumentation::lastSampleTime = GetPrecisionTime();
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}
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*/
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}
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void EngineInstrumentation::ShowStats() {
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ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
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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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PerfSampler::PerfSampler(const std::string& name )
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: name(name)
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{
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using namespace std::chrono;
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startTime = high_resolution_clock::now();
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}
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PerfSampler::~PerfSampler()
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{
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Stop();
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}
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void PerfSampler::Stop()
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{
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using namespace std::chrono;
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auto end = high_resolution_clock::now();
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auto durationInuSeconds =
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duration_cast<nanoseconds>(end.time_since_epoch()).count() -
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duration_cast<nanoseconds>(startTime.time_since_epoch()).count();
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auto ms = durationInuSeconds * 0.001f;
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std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl;
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}
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@ -1,18 +1,19 @@
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#include "BarinkEngine.h"
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EngineStatistics ES;
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extern EngineStatistics ES;
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BarinkEngine::Renderer renderer;
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const unsigned int MS_PER_UPDATE = 2;
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int main(int argc, char* argv[]) {
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// Setup performance sampler
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PerfomanceSamplerInit();
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EngineInstrumentation::PerfomanceSamplerInit();
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// Startup services
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BarinkWindow MainWindow = BarinkWindow(800, 600);
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renderer = BarinkEngine::Renderer();
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InputSystem = BarinkEngine::InputManager();
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ES = EngineStatistics();
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ES = EngineStatistics{};
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InputSystem.attach(&MainWindow);
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GUIManager GUISystem = GUIManager(&MainWindow);
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@ -20,27 +21,66 @@ int main(int argc, char* argv[]) {
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glEnable(GL_DEPTH_TEST);
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// First call to setup game
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Start();
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{
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PerfSampler("Start");
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Start();
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}
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double previous = glfwGetTime();
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double lag = 0.0;
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// Runtime loop
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while (!MainWindow.WindowShouldClose()) {
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SamplePerformance();
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while (!MainWindow.WindowShouldClose())
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{
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double current = glfwGetTime();
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double elapsed = current - previous;
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previous = current;
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lag += elapsed;
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//EngineInstrumentation::Update(); // Todo this does nothing right now and is therefor disabled
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// Execute main logic
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InputSystem.PollEvents();
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Update();
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{
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PerfSampler("PollEvents");
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InputSystem.PollEvents();
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GUISystem.Render();
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}
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MainWindow.SwapBuffers();
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{
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PerfSampler("Update");
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while (lag >= MS_PER_UPDATE) {
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Update();
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lag -= MS_PER_UPDATE;
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}
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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{
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PerfSampler("Render");
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Render();
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}
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{
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PerfSampler("GUI-Render");
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GUISystem.Render();
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}
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{
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PerfSampler("BufferSwap");
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MainWindow.SwapBuffers();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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}
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// Shutdown game
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Stop();
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{
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PerfSampler("Stop");
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Stop();
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}
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// Shutdown Services
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return 0;
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@ -20,5 +20,6 @@
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extern BarinkEngine::Renderer renderer;
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extern void Start();
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extern void Update();
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extern void Render();
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extern void ImmediateGraphicsDraw();
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extern void Stop();
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@ -1,52 +1,37 @@
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#pragma once
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#include <string>
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#include <vector>
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#include <chrono>
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#include <imgui.h>
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struct EngineStatistics {
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struct EngineStatistics {
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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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int64_t frames;
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int64_t FPS;
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};
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extern EngineStatistics ES;
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inline void PerfomanceSamplerInit(){
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class EngineInstrumentation {
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public:
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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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//static int64_t lastSampleTime;
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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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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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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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}
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}
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static uint64_t GetPrecisionTime();
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static void PerfomanceSamplerInit();
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static void Update();
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static void ShowStats();
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};
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inline void ShowStats() {
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ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize );
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class PerfSampler {
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public:
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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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PerfSampler(const std::string& name);
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~PerfSampler();
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void Stop();
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private:
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const std::string& name;
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std::chrono::time_point<std::chrono::high_resolution_clock> startTime;
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};
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#include "GUI.h"
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#include "Util.h"
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#include <entt/entt.hpp>
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#include "../../BarinkEngine/src/PerfCounter.h"
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/*
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* Define globals
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@ -16,6 +17,7 @@ Scene scene;
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BarinkEngine::Renderable* renderable;
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BarinkEngine::SceneObject* object;
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Entity cube;
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/*
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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@ -49,19 +51,11 @@ void Start() {
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auto AmbientLight = scene.AddEntity("AmbientLight");
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AmbientLight.AddComponent<BarinkEngine::LightComponent>();
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renderer.Prepare(scene);
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}
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bool showImGuiMetrics = false;
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/*
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* Runs every frame
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* - Use to draw Immediate mode graphics (Not meant for HUD's )
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@ -69,7 +63,7 @@ bool showImGuiMetrics = false;
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void ImmediateGraphicsDraw()
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{
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// Show internal BarinkEngine stats
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ShowStats();
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EngineInstrumentation::ShowStats();
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ImGui::Begin("Scene view");
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auto group = scene.getReg().view<BarinkEngine::IdentifierComponent>();
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@ -79,18 +73,12 @@ void ImmediateGraphicsDraw()
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});
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ImGui::End();
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ImGui::ShowMetricsWindow();
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ImGui::Begin("Settings");
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if (ImGui::Button("ImGui Debug"))
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{
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std::cout << "Click!" << std::endl;
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showImGuiMetrics = true;
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}
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ImGui::ShowMetricsWindow(&showImGuiMetrics);
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auto& a = cube.GetComponent<BarinkEngine::Render3DComponent>();
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auto& b = cube.GetComponent<BarinkEngine::TransformComponent>();
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@ -106,13 +94,9 @@ void ImmediateGraphicsDraw()
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ImGui::SliderFloat3("l-Color", &light.Color[0], 0.0f, 1.0f);
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});
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ImGui::End();
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}
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/*
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@ -120,9 +104,12 @@ void ImmediateGraphicsDraw()
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* - Meant for game logic ( non-physics related)
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*/
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void Update()
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{
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}
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void Render()
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{
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renderer.Render(scene);
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}
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/*
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@ -131,4 +118,4 @@ void Update()
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*/
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void Stop()
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{
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}
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}
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