Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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Action:
encompass-cs/test/WorldTest.cs
81 lines | 2.7 KiB | text/x-csharp | CSharpLexer
using NUnit.Framework;
using FluentAssertions;
using System;
using System.Collections.Generic;
using System.Text;
using Encompass;
namespace Tests
{
public class WorldTest
{
struct TestComponent : IComponent { }
struct TestDrawComponent : IComponent, IDrawableComponent
{
public int Layer { get; set; }
}
static List<object> drawOrder = new List<object>();
class TestEntityRenderer : OrderedRenderer<TestDrawComponent>
{
public override void Render(Entity entity, in TestDrawComponent testDrawComponent)
{
drawOrder.Add(entity);
}
}
class TestGeneralRenderer : GeneralRenderer
{
public override void Render()
{
drawOrder.Add(this);
}
}
[Test]
public void DrawOrder()
{
var worldBuilder = new WorldBuilder();
worldBuilder.RegisterDrawLayer(1);
worldBuilder.RegisterDrawLayer(2);
worldBuilder.RegisterDrawLayer(3);
worldBuilder.RegisterDrawLayer(4);
worldBuilder.RegisterDrawLayer(7);
worldBuilder.AddOrderedRenderer(new TestEntityRenderer());
var testGeneralRenderer = worldBuilder.AddGeneralRenderer(new TestGeneralRenderer(), 7);
TestComponent testComponent;
TestDrawComponent drawComponentThree = new TestDrawComponent { Layer = 3 };
var drawComponentTwo = new TestDrawComponent { Layer = 2 };
var drawComponentOne = new TestDrawComponent { Layer = 1 };
var drawComponentFour = new TestDrawComponent { Layer = 4 };
var entity = worldBuilder.CreateEntity();
worldBuilder.SetComponent(entity, testComponent);
worldBuilder.SetComponent(entity, drawComponentThree);
var entityTwo = worldBuilder.CreateEntity();
worldBuilder.SetComponent(entityTwo, testComponent);
worldBuilder.SetComponent(entityTwo, drawComponentTwo);
var entityThree = worldBuilder.CreateEntity();
worldBuilder.SetComponent(entityThree, testComponent);
worldBuilder.SetComponent(entityThree, drawComponentThree);
var entityFour = worldBuilder.CreateEntity();
worldBuilder.SetComponent(entityFour, testComponent);
worldBuilder.SetComponent(entityFour, drawComponentFour);
var world = worldBuilder.Build();
world.Update(0.01f);
world.Draw();
drawOrder.Should().BeEquivalentTo(entityFour, entityTwo, entity, entityThree, testGeneralRenderer);
}
}
}