Java 类com.badlogic.gdx.graphics.profiling.GLProfiler 实例源码

项目:Cubes_2    文件:ClientDebug.java   
protected static void frameStart() {
    fps.tick();
    if (glProfiler && Cubes.getClient().renderer.guiRenderer.debugEnabled) {
        LastFrame.totalCalls = GLProfiler.calls;
        LastFrame.drawCalls = GLProfiler.drawCalls;
        LastFrame.textureBindings = GLProfiler.textureBindings;
        LastFrame.shaderSwitches = GLProfiler.shaderSwitches;
        LastFrame.vertexCount = GLProfiler.vertexCount.total;

        GLProfiler.calls = 0;
        GLProfiler.drawCalls = 0;
        GLProfiler.textureBindings = 0;
        GLProfiler.shaderSwitches = 0;
        GLProfiler.vertexCount.reset();
    }
}
项目:Cubes    文件:ClientDebug.java   
protected static void frameStart() {
  fps.tick();
  if (glProfiler && Cubes.getClient().renderer.guiRenderer.debugEnabled) {
    LastFrame.totalCalls = GLProfiler.calls;
    LastFrame.drawCalls = GLProfiler.drawCalls;
    LastFrame.textureBindings = GLProfiler.textureBindings;
    LastFrame.shaderSwitches = GLProfiler.shaderSwitches;
    LastFrame.vertexCount = GLProfiler.vertexCount.total;

    GLProfiler.calls = 0;
    GLProfiler.drawCalls = 0;
    GLProfiler.textureBindings = 0;
    GLProfiler.shaderSwitches = 0;
    GLProfiler.vertexCount.reset();
  }
}
项目:Radix    文件:GameRenderer.java   
@Override
public void render() {
    if (!initted)
        init();

    prepareWorldRender();
    game.getWorld().render();
    RadixAPI.instance.getEventManager().push(new EventPostWorldRender());
    drawBlockSelection();
    renderEntities();

    curDC = GLProfiler.drawCalls - lastDC;
    curGLC = GLProfiler.calls - lastGLC;
    curVTCS = (int) GLProfiler.vertexCount.total - lastVTCS;
    curTB = GLProfiler.textureBindings - lastTB;
    curSS = GLProfiler.shaderSwitches - lastSS;

    lastDC = GLProfiler.drawCalls;
    lastGLC = GLProfiler.calls;
    lastVTCS = (int) GLProfiler.vertexCount.total;
    lastTB = GLProfiler.textureBindings;
    lastSS = GLProfiler.shaderSwitches;
}
项目:ForgE    文件:UpdateStatusBar.java   
public void update() {
  accumulator += Gdx.graphics.getDeltaTime();

  if (accumulator >= 0.25f){
    accumulator = 0f;
    if (projectController.levelEditorScreen == null || projectController.levelEditorScreen.level == null) {
      fpsLabel.setText("...");
      statusMemoryLabel.setText("...");
      statusRenderablesLabel.setText("...");
      mapCursorPositionLabel.setText("...");
      statusTriangleCountLabel.setText("...");
    } else {
      fpsLabel.setText("FPS: " + Gdx.graphics.getFramesPerSecond());
      statusMemoryLabel.setText("Memory: " + FormatUtils.humanReadableByteCount(Gdx.app.getNativeHeap(), true) + "/" + FormatUtils.humanReadableByteCount(Gdx.app.getJavaHeap(), true));
      statusRenderablesLabel.setText("Renderables: " + String.valueOf(projectController.levelEditorScreen.level.batch.renderablesPerFrame));

      statusTriangleCountLabel.setText("Vertex avg: " + String.valueOf(Math.round(GLProfiler.vertexCount.average)));

      mapCursorPositionLabel.setText(projectController.levelEditorScreen.selectionSystem.voxelCursor.replace.toString());
    }
  }

}
项目:ForgE    文件:LevelEditorScreen.java   
@Override
protected void onInitialize() {
  GLProfiler.enable();
  this.overlay              = new Overlay();

  this.level                = new Level(state, new DynamicGeometryProvider(state.terrainMap));
  this.selectionSystem      = new SelectionSystem(level);
  this.cameraController     = new RTSCameraController();
  this.decalBatch           = new DecalBatch(new CameraGroupStrategy(level.camera));
  level.camera.far          = LEVEL_EDITOR_FAR_CAMERA;
  level.camera.near         = 0.01f;
  level.camera.fieldOfView  = 70;
  cameraController.setCenter(level.terrainMap.getWidth() / 2, level.terrainMap.getDepth() / 2);
  cameraController.setCamera(level.camera);
  cameraController.setOverlay(overlay);

  selectionSystem.setOverlay(overlay);
  level.entities.addSystem(selectionSystem);
  level.entities.psychics.disable();

  this.fullScreenBuffer = new FullScreenFrameBufferResult(Fbo.FRAMEBUFFER_FINAL);
  //
}
项目:SMC-Android    文件:GameScreen.java   
@Override
public void show()
{
    GameSave.unlockLevel(levelName);
    music = game.assets.manager.get(loader.level.music.first());
    if(!resumed)
        music.setPosition(0);
    music.setLooping(true);
    MusicManager.play(music);
    if (debug) GLProfiler.enable();
    if (!resumed || forceCheckEnter)
    {
        world.maryo.checkLevelEnter(entryName);
        forceCheckEnter = false;
    }
    Gdx.input.setCatchBackKey(true);
    Gdx.input.setInputProcessor(this);
    if (!resumed)
    {
        game.levelStart(levelName);
    }
    if (resumed)
    {
        cameraForceSnap = true;
    }
}
项目:Cubes_2    文件:ClientDebug.java   
protected static void setup() {
    glProfiler = Settings.getBooleanSettingValue(Settings.DEBUG_GL_PROFILER);
    if (glProfiler) {
        GLProfiler.enable();
    } else {
        GLProfiler.disable();
    }
}
项目:Cubes    文件:ClientDebug.java   
protected static void setup() {
  glProfiler = Settings.getBooleanSettingValue(Settings.DEBUG_GL_PROFILER);
  if (glProfiler) {
    GLProfiler.enable();
  } else {
    GLProfiler.disable();
  }
}
项目:ForgE    文件:LevelEditorScreen.java   
@Override
public void render(float delta) {
  if (!pause) {
    ForgE.assets.loadPendingInChunks();
    cameraController.update(delta);
    level.render(delta);

    for (int i = 0; i < afterRenderListenerArray.size; i++) {
      afterRenderListenerArray.get(i).forgeAfterRenderCallback(this);
    }
  }
  GLProfiler.reset();
}
项目:ForgE    文件:LevelEditorScreen.java   
@Override
public void dispose() {
  GLProfiler.disable();
  level.dispose();
  changeManager.dispose();
  decalBatch.dispose();
}
项目:libgdxcn    文件:Benchmark3DTest.java   
protected void getStatus (final StringBuilder stringBuilder) {
    stringBuilder.setLength(0);
    stringBuilder.append("GL calls: ");
    stringBuilder.append(GLProfiler.calls);
    glCallsLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Draw calls: ");
    stringBuilder.append(GLProfiler.drawCalls);
    drawCallsLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Shader switches: ");
    stringBuilder.append(GLProfiler.shaderSwitches);
    shaderSwitchesLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Texture bindings: ");
    stringBuilder.append(GLProfiler.textureBindings);
    textureBindsLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Vertices: ");
    stringBuilder.append(GLProfiler.vertexCount.total);
    vertexCountLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Lights: ");
    stringBuilder.append(environment.directionalLights.size + environment.pointLights.size);
    stringBuilder.append(", Directional: ");
    stringBuilder.append(environment.directionalLights.size);
    stringBuilder.append(", Point: ");
    stringBuilder.append(environment.pointLights.size);
    lightsLabel.setText(stringBuilder);

    GLProfiler.reset();

    stringBuilder.setLength(0);
    super.getStatus(stringBuilder);
}
项目:SMC-Android    文件:GameScreen.java   
private String generateDebugMessage()
{
    return "Level: width=" + world.level.width + ", height=" + world.level.height
            + "\n" + "Player: x=" + world.maryo.position.x + ", y=" + world.maryo.position.y
            + "\n" + "LevelName: " + levelName
            + "\n" + "Player Vel: x=" + world.maryo.velocity.x + ", y=" + world.maryo.velocity.y
            + "\n" + "World Camera: x=" + cam.position.x + ", y=" + cam.position.y
            + "\n" + "JavaHeap: " + Gdx.app.getJavaHeap() / 1000000 + "MB"
            + "\n" + "NativeHeap: " + Gdx.app.getNativeHeap() / 1000000 + "MB"
            + "\n" + "OGL Draw Calls: " + GLProfiler.drawCalls
            + "\n" + "OGL TextureBindings: " + GLProfiler.textureBindings
            + "\n" + "Screen w=" + width + "h=" + height
            + "\n" + "FPS: " + Gdx.graphics.getFramesPerSecond();
}
项目:SMC-Android    文件:GameScreen.java   
@Override
public void dispose()
{
    music.stop();
    Gdx.input.setInputProcessor(null);
    game.assets.dispose();
    exitDialog.dispose();
    world.dispose();
    if (globalEffect != null)
    {
        globalEffect.dispose();
    }
    if (debug) GLProfiler.disable();
}
项目:gdx-proto    文件:Profiler.java   
public static void tick() {
    if (instance == null) {
        instance = new Profiler();
    }
    instance.drawCalls.add(GLProfiler.drawCalls);
    instance.calls.add(GLProfiler.calls);
    instance.shaderSwitches.add(GLProfiler.shaderSwitches);
    instance.textureBinds.add(GLProfiler.textureBindings);
    instance.vertices.add(GLProfiler.vertexCount.count);
    instance.fpsCounter.add(Gdx.graphics.getFramesPerSecond());
    if (Main.frame % reportIntervalInFrames == 0) {
        Log.debug(instance.reportAverage());
    }
}
项目:amatsukaze    文件:BaseGame.java   
protected void getStatus (final StringBuilder stringBuilder) {
    stringBuilder.setLength(0);
    stringBuilder.append("GL calls: ");
    stringBuilder.append(GLProfiler.calls);
    glCallsLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Draw calls: ");
    stringBuilder.append(GLProfiler.drawCalls);
    drawCallsLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Shader switches: ");
    stringBuilder.append(GLProfiler.shaderSwitches);
    shaderSwitchesLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Texture bindings: ");
    stringBuilder.append(GLProfiler.textureBindings);
    textureBindsLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Vertices: ");
    stringBuilder.append((int)GLProfiler.vertexCount.total);
    vertexCountLabel.setText(stringBuilder);

    GLProfiler.reset();

    stringBuilder.setLength(0);
    stringBuilder.append("FPS: ").append(Gdx.graphics.getFramesPerSecond());
}
项目:amatsukaze    文件:BaseGame.java   
@Override
public void dispose () {
    super.dispose();
    skin.dispose();
    skin = null;
    GLProfiler.disable();
}
项目:amatsukaze    文件:Benchmark3DTest.java   
protected void getStatus (final StringBuilder stringBuilder) {
    stringBuilder.setLength(0);
    stringBuilder.append("GL calls: ");
    stringBuilder.append(GLProfiler.calls);
    glCallsLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Draw calls: ");
    stringBuilder.append(GLProfiler.drawCalls);
    drawCallsLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Shader switches: ");
    stringBuilder.append(GLProfiler.shaderSwitches);
    shaderSwitchesLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Texture bindings: ");
    stringBuilder.append(GLProfiler.textureBindings);
    textureBindsLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Vertices: ");
    stringBuilder.append(GLProfiler.vertexCount.total);
    vertexCountLabel.setText(stringBuilder);

    stringBuilder.setLength(0);
    stringBuilder.append("Lights: ");
    stringBuilder.append(environment.directionalLights.size + environment.pointLights.size);
    stringBuilder.append(", Directional: ");
    stringBuilder.append(environment.directionalLights.size);
    stringBuilder.append(", Point: ");
    stringBuilder.append(environment.pointLights.size);
    lightsLabel.setText(stringBuilder);

    GLProfiler.reset();

    stringBuilder.setLength(0);
    super.getStatus(stringBuilder);
}
项目:Cubes_2    文件:Renderer.java   
public void dispose() {
  GLProfiler.disable();
  worldRenderer.dispose();
  guiRenderer.dispose();
}
项目:Cubes    文件:Renderer.java   
public void dispose() {
  GLProfiler.disable();
  worldRenderer.dispose();
  guiRenderer.dispose();
}
项目:libgdxcn    文件:Benchmark3DTest.java   
@Override
public void dispose () {
    super.dispose();
    GLProfiler.disable();
}
项目:SMC-Android    文件:GameScreen.java   
@Override
public void render(float delta)
{
    Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    //physics
    updateObjects(delta);
    //physics end

    moveCamera(cam, gameState == GAME_STATE.GAME_EDIT_MODE ? cameraEditModeTranslate : world.maryo.position, gameState == GAME_STATE.GAME_EDIT_MODE || (gameState != GAME_STATE.GAME_RUNNING && gameState != GAME_STATE.PLAYER_UPDATING && gameState != GAME_STATE.PLAYER_DEAD));
    drawBackground();
    spriteBatch.setProjectionMatrix(cam.combined);
    spriteBatch.begin();
    drawObjects();
    killPointsTextHandler.render(spriteBatch, delta);

    if(globalEffect != null)
    {
        globalEffect.setPosition(cam.position.x - Constants.CAMERA_WIDTH * 0.5f, cam.position.y + 0.5f * Constants.CAMERA_HEIGHT);
        globalEffect.draw(spriteBatch);

        if (gameState == GAME_STATE.GAME_RUNNING) globalEffect.update(delta);
    }

    spriteBatch.end();

    spriteBatch.setProjectionMatrix(guiCam.combined);
    spriteBatch.begin();
    if (debug) drawDebugText();
    spriteBatch.end();
    if (debug) drawDebug();

    hud.render(gameState, delta);

    if (gameState == GAME_STATE.GAME_OVER)
    {
        handleGameOver();
    }

    if (gameState == GAME_STATE.GAME_LEVEL_END)
    {
        handleLevelEnded(delta);
    }

    exitDialog.render(spriteBatch);

    //cleanup
    for (int i = 0; i < world.trashObjects.size; i++)
    {
         world.level.gameObjects.remove(world.trashObjects.get(i));
    }
    world.trashObjects.clear();

    //debug
    if (gameState == GAME_STATE.GAME_EDIT_MODE)
    {
        if (Gdx.input.isKeyPressed(Input.Keys.RIGHT))
        {
            cameraEditModeTranslate.x += 0.2f;
        }
        else if (Gdx.input.isKeyPressed(Input.Keys.LEFT))
        {
            cameraEditModeTranslate.x -= 0.2f;
        }
        if (Gdx.input.isKeyPressed(Input.Keys.UP))
        {
            cameraEditModeTranslate.y += 0.2f;
        }
        else if (Gdx.input.isKeyPressed(Input.Keys.DOWN))
        {
            cameraEditModeTranslate.y -= 0.2f;
        }
    }
    if (debug) GLProfiler.reset();
}
项目:gdx-proto    文件:Profiler.java   
public static void enable() {
    instance = new Profiler();
    GLProfiler.enable();
}
项目:gdx-proto    文件:Profiler.java   
public static void disable() {
    instance = null;
    GLProfiler.disable();
}
项目:gdx-proto    文件:Profiler.java   
public static void reset() {
    GLProfiler.reset();
}
项目:amatsukaze    文件:BaseGame.java   
@Override
public void create() {
    GLProfiler.enable();
    createHUD();
}
项目:amatsukaze    文件:Benchmark3DTest.java   
@Override
public void dispose () {
    super.dispose();
    GLProfiler.disable();
}