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2 Commits
debc5b219b
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5d20018fae
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5d20018fae | |||
ecaccfd0e0 |
@ -3,7 +3,8 @@
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#include "../World/DbgCube.hpp"
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#include "../World/DbgCube.hpp"
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#include "../World/Tank.hpp"
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#include "../World/Tank.hpp"
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//#define DISABLE_INVISIBLE_VERTICES
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//#define DISABLE_AABB_CLIPPING
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//#define DISABLE_TRIANGLE_CLIPPING
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// Rendering pipeline:
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// Rendering pipeline:
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@ -113,7 +114,7 @@ void Graphic3DRenderer::Draw(sf::RenderTexture& context) {
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// Object outside frustrum clipping
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// Object outside frustrum clipping
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projAABB.Transform(projAABB, oTMat);
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projAABB.Transform(projAABB, oTMat);
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M3D_ContainmentType objInFrustrum = camFrustrum.Contains(projAABB);
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M3D_ContainmentType objInFrustrum = camFrustrum.Contains(projAABB);
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#ifndef DISABLE_INVISIBLE_VERTICES
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#ifndef DISABLE_AABB_CLIPPING
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if (objInFrustrum != DISJOINT)
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if (objInFrustrum != DISJOINT)
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#endif
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#endif
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{
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{
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@ -140,10 +141,12 @@ void Graphic3DRenderer::Draw(sf::RenderTexture& context) {
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break;
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break;
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// Triangle clipping
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// Triangle clipping
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//TODO: scissor/clipping depending of how many vertices are outside/inside the clipspace, implement complete Cohen-Sutherland algo or similar
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#ifndef DISABLE_TRIANGLE_CLIPPING
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//TODO: scissor/clipping depending of how many vertices are outside/inside the clipspace, implement complete Cohen-Sutherland algo or Cyrus–Beck one
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if (VertexClipTest(projVertices[indicePtr[i]], mRTSize, 2.5f) &&
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if (VertexClipTest(projVertices[indicePtr[i]], mRTSize, 2.5f) &&
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VertexClipTest(projVertices[indicePtr[i+1]], mRTSize, 2.5f) &&
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VertexClipTest(projVertices[indicePtr[i+1]], mRTSize, 2.5f) &&
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VertexClipTest(projVertices[indicePtr[i+2]], mRTSize, 2.5f))
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VertexClipTest(projVertices[indicePtr[i+2]], mRTSize, 2.5f))
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#endif
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{
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{
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M3D_VECTOR V1 = M3D_V4LoadF4(&projVertices[indicePtr[i]]);
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M3D_VECTOR V1 = M3D_V4LoadF4(&projVertices[indicePtr[i]]);
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33
Game.cpp
33
Game.cpp
@ -52,19 +52,24 @@ Game::Game(std::shared_ptr<sf::RenderWindow> mainWnd, bool dbgFlag) : mbDbgModeE
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GAME_STATUS Game::Tick() {
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GAME_STATUS Game::Tick() {
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static std::vector<double> msTicksMonitoring;
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static std::vector<double> msTicksMonitoring;
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static double mPrevdelta = 0;
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static double mLastCycleSleepDelta = 0;
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static double mLastCycleSleepDelta = 0;
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static unsigned int mFrameCnt = 0;
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static unsigned int mFrameCnt = 0;
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double mDelta = mSysTimer.GetDeltaTimeUs();
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// Debug performance computations
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// Debug performance computations
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if (mDbgUI != nullptr && mPerfsTimer != nullptr) {
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if (mDbgUI != nullptr && mPerfsTimer != nullptr) {
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msTicksMonitoring.push_back(((1000000.f / TARGET_FPS) - mLastCycleSleepDelta) * TARGET_FPS / 1000000.f);
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msTicksMonitoring.push_back(((1000000.f / TARGET_FPS) - mLastCycleSleepDelta) * TARGET_FPS / 1000000.f);
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if (mPerfsTimer->GetDeltaTime() >= 1000) { // Every 1s
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if (mPerfsTimer->GetDeltaTime() >= 1000) { // Every 1s
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// This average CPU/cycle_time method can monitor when CPU is in overload state (>0%) or in underload one (<0%)
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// This average CPU/cycle_time method can monitor when CPU is in overload state (>0%) or in underload one (<0%)
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double cpuUsage = 200 * std::accumulate(msTicksMonitoring.begin(), msTicksMonitoring.end(), static_cast<double>(0)) / msTicksMonitoring.size() - 100;
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double cpuUsage = 100 * std::accumulate(msTicksMonitoring.begin(), msTicksMonitoring.end(), static_cast<double>(0)) / msTicksMonitoring.size();
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mDbgUI->UpdateDebugData(cpuUsage, (((1000000.f / TARGET_FPS) - mLastCycleSleepDelta) / 1000), ((-mPrevdelta + mSysTimer.GetDeltaTimeUs()) / 1000), mFrameCnt, (PerfsGetVirtMem() / 1000), (PerfsGetPhysMem() / 1000));
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mDbgUI->UpdateDebugData(
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cpuUsage,
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((1000000.f / TARGET_FPS) - mLastCycleSleepDelta) / 1000,
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1000.f / TARGET_FPS,
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mFrameCnt,
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PerfsGetVirtMem() / 1000,
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PerfsGetPhysMem() / 1000
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);
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mFrameCnt = 0;
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mFrameCnt = 0;
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msTicksMonitoring.clear();
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msTicksMonitoring.clear();
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@ -75,22 +80,20 @@ GAME_STATUS Game::Tick() {
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// Update game stats and internal stuff
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// Update game stats and internal stuff
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Update();
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Update();
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// Ugly way to wait for next frame... Maybe create a separate thread for rendering?
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// Loop the timer when reached the target FPS
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//while(time.GetDeltaTime() < (1000/TARGET_FPS)) {}
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if ((mSysTimer.GetDeltaTime() >= (1000/TARGET_FPS))) {
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// Process to the final rendering if the window have the focus
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if (mSysTimer.GetDeltaTime() >= (1000/TARGET_FPS) && mMainWindow->hasFocus()) {
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Render();
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mFrameCnt++;
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mSysTimer.Reset();
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mSysTimer.Reset();
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mDelta = -mDelta;
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mFrameCnt++;
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// Process to the final rendering if the window have the focus
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if (mMainWindow->hasFocus())
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Render();
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}
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}
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mPrevdelta = mDelta;
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// Sleep for remaining time to avoid useless CPU usage
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// Sleep for remaining time to avoid useless CPU usage
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mLastCycleSleepDelta = (1000000.f / TARGET_FPS) - (-mPrevdelta + mSysTimer.GetDeltaTimeUs());
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mLastCycleSleepDelta = (1000000.f / TARGET_FPS) - mSysTimer.GetDeltaTimeUs();
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if (mLastCycleSleepDelta > 0)
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if (mLastCycleSleepDelta > 0)
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sf::sleep(sf::microseconds(mLastCycleSleepDelta));
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sf::sleep(sf::microseconds(mLastCycleSleepDelta + (1000000.f / TARGET_FPS * 0.02f)));
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else
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else
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mLastCycleSleepDelta = 0;
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mLastCycleSleepDelta = 0;
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