c6965357e6
function.
107 lines
3.9 KiB
Plaintext
107 lines
3.9 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSGUTIL_STATISTICS
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#define OSGUTIL_STATISTICS 1
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#include <osg/Referenced>
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#include <osg/Drawable>
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#include <map>
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namespace osg {
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/**
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* Statistics base class. Used to extract primitive information from
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* the renderBin(s). Add a case of getStats(osgUtil::Statistics *stat)
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* for any new drawable (or drawable derived class) that you generate
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* (eg see Geometry.cpp). There are 20 types of drawable counted - actually only
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* 14 cases can occur in reality. these represent sets of GL_POINTS, GL_LINES
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* GL_LINESTRIPS, LOOPS, TRIANGLES, TRI-fans, tristrips, quads, quadstrips etc
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* The number of triangles rendered is inferred:
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* each triangle = 1 triangle (number of vertices/3)
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* each quad = 2 triangles (nverts/2)
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* each trifan or tristrip = (length-2) triangles and so on.
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*/
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class Statistics : public osg::Referenced, public osg::Drawable::PrimitiveFunctor{
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public:
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typedef std::pair<unsigned int,unsigned int> PrimitivePair;
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typedef std::map<GLenum,PrimitivePair> PrimtiveValueMap;
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Statistics()
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{
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reset();
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};
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~Statistics() {}; // no dynamic allocations, so no need to free
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enum statsType
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{
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STAT_NONE, // default
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STAT_FRAMERATE,
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STAT_GRAPHS,
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STAT_PRIMS,
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STAT_PRIMSPERVIEW,
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STAT_PRIMSPERBIN,
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STAT_DC,
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STAT_RESTART // hint to restart the stats
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};
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void reset()
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{
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numDrawables=0, nummat=0; depth=0; stattype=STAT_NONE;
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nlights=0; nbins=0; nimpostor=0;
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_vertexCount=0;
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_primitiveCount.clear();
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_currentPrimtiveFunctorMode=0;
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}
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void setType(statsType t) {stattype=t;}
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virtual void setVertexArray(unsigned int count,Vec3*) { _vertexCount += count; }
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virtual void drawArrays(GLenum mode,GLint,GLsizei count) { PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; prim.second+=count; }
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virtual void drawElements(GLenum mode,GLsizei count,GLubyte*) { PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; prim.second+=count; }
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virtual void drawElements(GLenum mode,GLsizei count,GLushort*) { PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; prim.second+=count; }
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virtual void drawElements(GLenum mode,GLsizei count,GLuint*) { PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; prim.second+=count; }
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virtual void begin(GLenum mode) { _currentPrimtiveFunctorMode=mode; PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; }
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virtual void vertex(const Vec3&) { PrimitivePair& prim = _primitiveCount[_currentPrimtiveFunctorMode]; ++prim.second; }
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virtual void vertex(float,float,float) { PrimitivePair& prim = _primitiveCount[_currentPrimtiveFunctorMode]; ++prim.second; }
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virtual void end() {}
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void addDrawable() { numDrawables++;}
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void addMatrix() { nummat++;}
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void addLight(const int np) { nlights+=np;}
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void addImpostor(const int np) { nimpostor+= np; }
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inline const int getBins() { return nbins;}
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void setDepth(const int d) { depth=d; }
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void addBins(const int np) { nbins+= np; }
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void setBinNo(const int n) { _binNo=n;}
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public:
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int numDrawables, nummat, nbins;
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int nlights;
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int depth; // depth into bins - eg 1.1,1.2,1.3 etc
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int _binNo;
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statsType stattype;
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int nimpostor; // number of impostors rendered
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unsigned int _vertexCount;
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PrimtiveValueMap _primitiveCount;
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GLenum _currentPrimtiveFunctorMode;
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};
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}
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#endif
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