segmented render time display
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e2717aaaa9
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@ -1,6 +1,8 @@
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package igwrap
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import (
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"math"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"github.com/inkyblackness/imgui-go/v4"
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)
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@ -20,6 +22,17 @@ func PackedColor(color itype.Vec4f) imgui.PackedColor {
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return imgui.PackedColorFromVec4(Vec4(color))
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}
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// UnpackedColor unpacks a color to RGBA.
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func UnpackedColor(color imgui.PackedColor) itype.Vec4f {
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r, g, b, a := color.RGBA()
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return itype.Vec4f{
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float32(r) / float32(math.MaxUint32),
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float32(g) / float32(math.MaxUint32),
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float32(b) / float32(math.MaxUint32),
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float32(a) / float32(math.MaxUint32),
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}
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}
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// Vec2 converts itype.Vec2f to imgui.Vec2.
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func Vec2(v itype.Vec2f) imgui.Vec2 {
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return imgui.Vec2{X: v[0], Y: v[1]}
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@ -30,18 +30,18 @@ func Text(format string, a ...interface{}) {
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// It also fills the background of the text with half-transparant black, and takes care of the padding.
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func TextBackground(format string, a ...interface{}) {
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pad := Vec2f(imgui.CurrentStyle().ItemSpacing())
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TextBackgroundV(itype.Vec4f{0, 0, 0, 0.5}, pad, format, a...)
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TextBackgroundV(PackedColor(itype.Vec4f{0, 0, 0, 0.5}), pad, format, a...)
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}
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// TextBackgroundV wraps imgui.Text to create a shortcut for fmt.Sprintf.
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//
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// It also fills the background of the text with the given color.
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func TextBackgroundV(color itype.Vec4f, padding itype.Vec2f, format string, a ...interface{}) {
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func TextBackgroundV(color imgui.PackedColor, padding itype.Vec2f, format string, a ...interface{}) {
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text := fmt.Sprintf(format, a...)
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orig := imgui.CursorScreenPos()
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size := imgui.CalcTextSize(text, false, 0)
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halfpad := padding.Multiply(0.5)
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imgui.BackgroundDrawList().AddRectFilledV(orig.Minus(Vec2(halfpad)), orig.Plus(size).Plus(Vec2(halfpad)), PackedColor(color), 0, 0)
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imgui.BackgroundDrawList().AddRectFilledV(orig.Minus(Vec2(halfpad)), orig.Plus(size).Plus(Vec2(halfpad)), color, 0, 0)
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imgui.Text(text)
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}
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@ -12,12 +12,35 @@ import (
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"github.com/inkyblackness/imgui-go/v4"
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)
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const (
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timebarN = 700
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timebarScale = 160
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)
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var (
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colorset = [...]imgui.PackedColor{4289753676, 4283598045, 4285048917, 4283584196, 4289950337, 4284512403, 4291005402, 4287401100, 4285839820, 4291671396}
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timebars [timebarN][]int // height of each bar set
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timebari int
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)
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func (r *WorldRenderer) renderDebugInfo() {
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// Render information
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if igwrap.Begin("F3", nil, 0) {
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igwrap.TextBlank()
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igwrap.TextBackground("WorldRender: lastframe %.3fms", float64(io.Diagnostics.Times.Render.Nanoseconds())/float64(time.Millisecond))
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igwrap.TextBackground("TimeBars:")
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pad := igwrap.Vec2f(imgui.CurrentStyle().ItemSpacing())
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imgui.SameLine()
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igwrap.TextBackgroundV(colorset[0], pad, "Depthmap")
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imgui.SameLine()
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igwrap.TextBackgroundV(colorset[1], pad, "Geometry")
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imgui.SameLine()
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igwrap.TextBackgroundV(colorset[2], pad, "SSAO")
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imgui.SameLine()
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igwrap.TextBackgroundV(colorset[3], pad, "Lighting")
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imgui.SameLine()
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igwrap.TextBackgroundV(colorset[4], pad, "Postfx")
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isize := asset.WorldTextureAtlas.ImageSize
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igwrap.TextBackground("Texture Atlas Size: (%dx%d)", isize[0], isize[1])
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@ -36,6 +59,7 @@ func (r *WorldRenderer) renderDebugInfo() {
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imgui.End()
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}
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// Draw Textures
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imgui.SetNextWindowPosV(imgui.Vec2{X: float32(r.lastDisplaySize[0]), Y: 0}, imgui.ConditionAlways, imgui.Vec2{X: 1, Y: 0})
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if igwrap.Begin("Renderer Textures/Outputs", nil, igwrap.WindowFlagsOverlay) {
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imgui.PushStyleVarVec2(imgui.StyleVarItemSpacing, imgui.Vec2{})
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@ -53,4 +77,27 @@ func (r *WorldRenderer) renderDebugInfo() {
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imgui.End()
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}
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// Push the next bar
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timebars[timebari] = []int{
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int(io.Diagnostics.Times.RenderPasses.Depthmap.Nanoseconds() * timebarScale / 1000 / 1000),
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int(io.Diagnostics.Times.RenderPasses.Geometry.Nanoseconds() * timebarScale / 1000 / 1000),
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int(io.Diagnostics.Times.RenderPasses.SSAO.Nanoseconds() * timebarScale / 1000 / 1000),
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int(io.Diagnostics.Times.RenderPasses.Lighting.Nanoseconds() * timebarScale / 1000 / 1000),
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int(io.Diagnostics.Times.RenderPasses.Postfx.Nanoseconds() * timebarScale / 1000 / 1000),
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}
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timebari++
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if timebari >= len(timebars) {
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timebari = 0
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}
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// Draw time bars
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size := r.lastDisplaySize
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dl := imgui.BackgroundDrawList()
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for i, l := range timebars {
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ex := 0
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for j, d := range l {
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dl.AddLine(imgui.Vec2{X: float32(i), Y: float32(size[1] - ex - 1)}, imgui.Vec2{X: float32(i), Y: float32(size[1] - ex - d)}, colorset[j])
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ex += d
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}
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}
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}
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