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