OpenSceneGraph/include/osg/Statistics
Robert Osfield f36bc69c58 Made the more of the OSG's referenced object desctructors protected to ensure
that they arn't created on the stack inappropriately.

Split the implemention of Matrix up so that it is a simple no referenced counted
class and can be safefly created on the stack.  To support referenced counting a
seperate subclass now exists, this is RefMatrix which inherits from both Matrix and
Object.
2003-01-10 09:25:42 +00:00

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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
#include <osg/Referenced>
#include <osg/Drawable>
#include <map>
namespace osg {
/**
* 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.
*/
class Statistics : public osg::Drawable::PrimitiveFunctor{
public:
typedef std::pair<unsigned int,unsigned int> PrimitivePair;
typedef std::map<GLenum,PrimitivePair> PrimtiveValueMap;
Statistics()
{
reset();
};
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()
{
numDrawables=0, nummat=0; depth=0; stattype=STAT_NONE;
nlights=0; nbins=0; nimpostor=0;
_vertexCount=0;
_primitiveCount.clear();
_currentPrimtiveFunctorMode=0;
}
void setType(statsType t) {stattype=t;}
virtual void setVertexArray(unsigned int count,const 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,const GLubyte*) { PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; prim.second+=count; }
virtual void drawElements(GLenum mode,GLsizei count,const GLushort*) { PrimitivePair& prim = _primitiveCount[mode]; ++prim.first; prim.second+=count; }
virtual void drawElements(GLenum mode,GLsizei count,const 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 addDrawable() { numDrawables++;}
void addMatrix() { nummat++;}
void addLight(int np) { nlights+=np;}
void addImpostor(int np) { nimpostor+= np; }
inline int getBins() { return nbins;}
void setDepth(int d) { depth=d; }
void addBins(int np) { nbins+= np; }
void setBinNo(int n) { _binNo=n;}
public:
int numDrawables, 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;
};
}
#endif