Fixed perfomance counter
* Added vert-count and draw call count * extracted performance function to seperate header as inline functions
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02727c74bb
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d9f0f40ad9
@ -1,36 +1,18 @@
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#include "BarinkEngine.h"
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#include <imgui.h>
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#include <chrono>
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extern void Start();
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extern void Update();
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extern void ImmediateGraphicsDraw();
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extern void Stop();
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using namespace BarinkEngine;
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struct EngineStatistics{
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unsigned int lastSampleTime;
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unsigned int frames;
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float frameTime;
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unsigned int FPS;
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};
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EngineStatistics* ES;
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int main(int argc, char* argv[]) {
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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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// Setup performance sampler
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PerfomanceSamplerInit();
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// Startup services
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BarinkWindow MainWindow = BarinkWindow(800, 600);
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Renderer renderer = Renderer();
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InputManager InputSystem = InputManager();
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BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
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BarinkEngine::InputManager InputSystem = BarinkEngine::InputManager();
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InputSystem.attach(&MainWindow);
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@ -39,27 +21,14 @@ int main(int argc, char* argv[]) {
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// First call to setup game
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Start();
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ES->lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds> (std::chrono::system_clock::now().time_since_epoch()).count();
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// Runtime loop
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while (!MainWindow.WindowShouldClose()) {
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ES->frames++;
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unsigned int now = std::chrono::duration_cast<std::chrono::milliseconds> (std::chrono::system_clock::now().time_since_epoch()).count();
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unsigned int MilliSecondsPast = ES->lastSampleTime - now;
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if ( MilliSecondsPast >= 1000) {
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ES->FPS = 1000 / ES->frames ;
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ES->frameTime = ES->frames / 1000;
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ES->frames = 0;
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ES->lastSampleTime = now;
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}
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SamplePerformance();
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// Execute main logic
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InputSystem.PollEvents();
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Update();
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@ -86,13 +55,3 @@ int main(int argc, char* argv[]) {
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return 0;
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}
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void ShowStats() {
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ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove );
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ImGui::Text("Frames: %i", ES->frames);
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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::End();
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}
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@ -1,10 +1,5 @@
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#pragma once
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#include <iostream>
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#include <string>
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#include <filesystem>
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#include "glm/glm.hpp"
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#include "graphics/Shader.h"
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#include "graphics/Window.h"
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#include "graphics/Camera.h"
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@ -15,7 +10,9 @@
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#include "Graphics/Renderer.h"
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#include "Graphics/GUI/GUIManager.h"
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#include "Scene.h"
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#include "PerfCounter.h"
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void ShowStats();
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extern void Start();
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extern void Update();
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extern void ImmediateGraphicsDraw();
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extern void Stop();
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50
BarinkEngine/Include/PerfCounter.h
Normal file
50
BarinkEngine/Include/PerfCounter.h
Normal file
@ -0,0 +1,50 @@
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#pragma once
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#include <chrono>
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#include <imgui.h>
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struct EngineStatistics {
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uint32_t 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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uint64_t frames;
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uint64_t FPS;
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};
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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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}
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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 int now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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unsigned int 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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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::End();
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}
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@ -1,6 +1,6 @@
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#include "Graphics/Renderable.h"
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#include "AssetManager/ModelImporter.h"
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#include "PerfCounter.h"
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Renderable* Renderable::Load()
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@ -47,6 +47,8 @@ void Renderable::Draw()
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{
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VAO.Bind();
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elementBuffer.Bind(true);
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ES->verts = meshes[0].vertices.size();
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ES->DC++;
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
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VAO.Unbind();
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