OpenSceneGraph/include/osg/Statistics

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSGUTIL_STATISTICS
#define OSGUTIL_STATISTICS 1
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#include <osg/Referenced>
#include <osg/Drawable>
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#include <map>
namespace osg {
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/**
* Statistics base class. Used to extract primitive information from
* the renderBin(s). Add a case of getStats(osgUtil::Statistics *stat)
* for any new drawable (or drawable derived class) that you generate
* (eg see Geometry.cpp). There are 20 types of drawable counted - actually only
* 14 cases can occur in reality. these represent sets of GL_POINTS, GL_LINES
* GL_LINESTRIPS, LOOPS, TRIANGLES, TRI-fans, tristrips, quads, quadstrips etc
* The number of triangles rendered is inferred:
* each triangle = 1 triangle (number of vertices/3)
* each quad = 2 triangles (nverts/2)
* each trifan or tristrip = (length-2) triangles and so on.
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*/
class Statistics : public osg::Referenced, public osg::Drawable::PrimitiveFunctor{
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public:
typedef std::pair<unsigned int,unsigned int> PrimitivePair;
typedef std::map<GLenum,PrimitivePair> PrimtiveValueMap;
Statistics()
{
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reset();
};
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~Statistics() {}; // no dynamic allocations, so no need to free
enum statsType
{
STAT_NONE, // default
STAT_FRAMERATE,
STAT_GRAPHS,
STAT_PRIMS,
STAT_PRIMSPERVIEW,
STAT_PRIMSPERBIN,
STAT_DC,
STAT_RESTART // hint to restart the stats
};
void reset()
{
numOpaque=0, nummat=0; depth=0; stattype=STAT_NONE;
nlights=0; nbins=0; nimpostor=0;
_vertexCount=0;
_primitiveCount.clear();
_currentPrimtiveFunctorMode=0;
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}
void setType(statsType t) {stattype=t;}
virtual void setVertexArray(unsigned int count,Vec3*) { _vertexCount += count; }
virtual void drawArrays(GLenum mode,GLint,GLsizei count) { PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; prim.second+=count; }
virtual void drawElements(GLenum mode,GLsizei count,GLubyte*) { PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; prim.second+=count; }
virtual void drawElements(GLenum mode,GLsizei count,GLushort*) { PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; prim.second+=count; }
virtual void drawElements(GLenum mode,GLsizei count,GLuint*) { PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; prim.second+=count; }
virtual void begin(GLenum mode) { _currentPrimtiveFunctorMode=mode; PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; }
virtual void vertex(const Vec3&) { PrimitivePair& prim = _primitiveCount[_currentPrimtiveFunctorMode]; ++prim.second; }
virtual void vertex(float,float,float) { PrimitivePair& prim = _primitiveCount[_currentPrimtiveFunctorMode]; ++prim.second; }
virtual void end() {}
void addOpaque() { numOpaque++;}
void addMatrix() { nummat++;}
void addLight(const int np) { nlights+=np;}
void addImpostor(const int np) { nimpostor+= np; }
inline const int getBins() { return nbins;}
void setDepth(const int d) { depth=d; }
void addBins(const int np) { nbins+= np; }
void setBinNo(const int n) { _binNo=n;}
public:
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int numOpaque, nummat, nbins;
int nlights;
int depth; // depth into bins - eg 1.1,1.2,1.3 etc
int _binNo;
statsType stattype;
int nimpostor; // number of impostors rendered
unsigned int _vertexCount;
PrimtiveValueMap _primitiveCount;
GLenum _currentPrimtiveFunctorMode;
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};
}
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#endif