Description:
Improve logging. ?Add logging for World.Draw (renderers) ?Keeping logging display from jumping around.
Commit status:
[Not Reviewed]
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r665:e375f7714532 -

@@ -186,6 +186,7
186 Drawing each tile individually is very silly when it's just a (big) square anyway.
186 Drawing each tile individually is very silly when it's just a (big) square anyway.
187 For edges: Using a dictionary with counts doesn't work either. (~5 fps) Nor using sets.
187 For edges: Using a dictionary with counts doesn't work either. (~5 fps) Nor using sets.
188 Instead need to do the fill and edge-drawing as large regions.
188 Instead need to do the fill and edge-drawing as large regions.
189 - Draw slows down after merely leaving it running
189 Structural improvements:
190 Structural improvements:
190 - Button to clear/thin debug buffers?
191 - Button to clear/thin debug buffers?
191 Take every nth to reduce counters to past 100 measurements
192 Take every nth to reduce counters to past 100 measurements
@@ -61,6 +61,7
61 TimeSpan tileDrawTime = TimeSpan.Zero;
61 TimeSpan tileDrawTime = TimeSpan.Zero;
62 TimeSpan gridDrawTime = TimeSpan.Zero;
62 TimeSpan gridDrawTime = TimeSpan.Zero;
63 TimeSpan treeDrawTime = TimeSpan.Zero;
63 TimeSpan treeDrawTime = TimeSpan.Zero;
64 TimeSpan rendererDrawTime = TimeSpan.Zero;
64 TimeSpan updateTime = TimeSpan.Zero;
65 TimeSpan updateTime = TimeSpan.Zero;
65 TimeSpan worldUpdateTime = TimeSpan.Zero;
66 TimeSpan worldUpdateTime = TimeSpan.Zero;
66 TimeSpan simulationUpdateTime = TimeSpan.Zero;
67 TimeSpan simulationUpdateTime = TimeSpan.Zero;
@@ -763,44 +764,6
763 this.gridDrawTime = stopWatch2.Elapsed;
764 this.gridDrawTime = stopWatch2.Elapsed;
764 #endregion draw_gridlines
765 #endregion draw_gridlines
765
766
766 //Gridlines
767 //Lines going down and to the right:
768 /*
769 for (int x = (int)(-this.squaresAcross/2); x < this.squaresAcross; x++)
770 {
771 int rowOffset = 0;
772
773 float startX = (x * Tile.TileStepX) + baseOffsetX - (Tile.TileStepX / 2);
774
775 Vector2 start = new Vector2(startX, -baseOffsetY+4);
776 Vector2 stop = new Vector2(startX + this.squaresAcross* Tile.TileStepX/2,
777 this.squaresDown*Tile.TileStepY- baseOffsetY+4);
778
779
780
781 Line.drawLine(batch,
782 Line.departurePoint(stop, start, this.squaresAcross * Tile.TileWidth, this.squaresDown * Tile.TileHeight),
783 Line.departurePoint(start, stop, this.squaresAcross * Tile.TileWidth, this.squaresDown * Tile.TileHeight),
784 Color.White, 0.8f);
785
786 }
787 //Lines going down and to the left:
788 for (int x = 0; x < (int)(1.5*this.squaresAcross); x++)
789 {
790
791 float startX = (x * Tile.TileStepX) + baseOffsetX - (Tile.TileStepX / 2);
792
793 Vector2 start_reverse = new Vector2(startX, -baseOffsetY + 4);
794 Vector2 stop_reverse = new Vector2(startX + -(this.squaresAcross * Tile.TileStepX / 2),
795 (this.squaresDown * Tile.TileStepY) - baseOffsetY + 4);
796
797 Line.drawLine(batch,
798 Line.departurePoint(stop_reverse, start_reverse, this.squaresAcross * Tile.TileWidth, this.squaresDown * Tile.TileHeight),
799 Line.departurePoint(start_reverse, stop_reverse, this.squaresAcross * Tile.TileWidth, this.squaresDown * Tile.TileHeight),
800 Color.White, 0.8f);
801
802 }
803 */
804 tileBatch.Begin(SpriteSortMode.BackToFront,
767 tileBatch.Begin(SpriteSortMode.BackToFront,
805 BlendState.AlphaBlend,
768 BlendState.AlphaBlend,
806 null,
769 null,
@@ -890,9 +853,13
890 drawTileAt(3, 2, 140, 2);
853 drawTileAt(3, 2, 140, 2);
891 #endif
854 #endif
892
855
856 stopWatch2 = new Stopwatch();
857 stopWatch2.Start();
893 World.Draw();
858 World.Draw();
894 // _imGuiRenderer.AfterLayout();
859 // _imGuiRenderer.AfterLayout();
895 tileBatch.End();
860 tileBatch.End();
861 stopWatch2.Stop();
862 this.rendererDrawTime = stopWatch2.Elapsed;
896
863
897 #region draw_header
864 #region draw_header
898 batch.Begin(SpriteSortMode.BackToFront,
865 batch.Begin(SpriteSortMode.BackToFront,
@@ -1053,6 +1020,7
1053 treeDrawTime = this.treeDrawTime,
1020 treeDrawTime = this.treeDrawTime,
1054 gridDrawTime = this.gridDrawTime,
1021 gridDrawTime = this.gridDrawTime,
1055 tileDrawTime = this.tileDrawTime,
1022 tileDrawTime = this.tileDrawTime,
1023 rendererDrawTime = this.rendererDrawTime,
1056 updateTime = this.updateTime,
1024 updateTime = this.updateTime,
1057 worldUpdateTime = this.worldUpdateTime,
1025 worldUpdateTime = this.worldUpdateTime,
1058 simulationUpdateTime = this.simulationUpdateTime,
1026 simulationUpdateTime = this.simulationUpdateTime,
@@ -19,6 +19,7
19 public TimeSpan treeDrawTime;
19 public TimeSpan treeDrawTime;
20 public TimeSpan gridDrawTime;
20 public TimeSpan gridDrawTime;
21 public TimeSpan tileDrawTime;
21 public TimeSpan tileDrawTime;
22 public TimeSpan rendererDrawTime;
22 public Vector2 cameraPosition;
23 public Vector2 cameraPosition;
23 public int treeCount;
24 public int treeCount;
24 public Vector2 mouseGrid;
25 public Vector2 mouseGrid;
@@ -226,10 +227,11
226
227
227 ImGui.Text(string.Format("fps: {0:F3}", debugInfo.fps));
228 ImGui.Text(string.Format("fps: {0:F3}", debugInfo.fps));
228 ImGui.Text(string.Format("Draw Time: {0:F3}", debugInfo.drawTime.TotalMilliseconds.ToString()));
229 ImGui.Text(string.Format("Draw Time: {0:F3}", debugInfo.drawTime.TotalMilliseconds.ToString()));
229 ImGui.Text(string.Format("\tTree: {0:F3}; Grid: {1:F3}; Tile: {2:F3}",
230 ImGui.Text(string.Format("\tTree: {0,7:F3}; Grid: {1,7:F3}; Tile: {2,7:F3}\n\t Renderer: {3,7:F3}",
230 debugInfo.treeDrawTime.TotalMilliseconds.ToString(),
231 debugInfo.treeDrawTime.TotalMilliseconds.ToString(),
231 debugInfo.gridDrawTime.TotalMilliseconds.ToString(),
232 debugInfo.gridDrawTime.TotalMilliseconds.ToString(),
232 debugInfo.tileDrawTime.TotalMilliseconds.ToString()));
233 debugInfo.tileDrawTime.TotalMilliseconds.ToString(),
234 debugInfo.rendererDrawTime.TotalMilliseconds.ToString()));
233 ImGui.Text(string.Format("Update Time: {0:F3}", debugInfo.updateTime.TotalMilliseconds.ToString()));
235 ImGui.Text(string.Format("Update Time: {0:F3}", debugInfo.updateTime.TotalMilliseconds.ToString()));
234 ImGui.Text(string.Format("\tWorld: {0:F3}; Simulation: {1:F3}",
236 ImGui.Text(string.Format("\tWorld: {0:F3}; Simulation: {1:F3}",
235 debugInfo.worldUpdateTime.TotalMilliseconds.ToString(),
237 debugInfo.worldUpdateTime.TotalMilliseconds.ToString(),
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