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C++ LLFrameTimer::getElapsedTimeF32方法代码示例

本文整理汇总了C++中LLFrameTimer::getElapsedTimeF32方法的典型用法代码示例。如果您正苦于以下问题:C++ LLFrameTimer::getElapsedTimeF32方法的具体用法?C++ LLFrameTimer::getElapsedTimeF32怎么用?C++ LLFrameTimer::getElapsedTimeF32使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在LLFrameTimer的用法示例。


在下文中一共展示了LLFrameTimer::getElapsedTimeF32方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: display_stats

// Write some stats to llinfos
void display_stats()
{
	if (gNoRender || !gViewerWindow->mWindow->getVisible() || !gFocusMgr.getAppHasFocus())
	{
		// Do not keep FPS statistics while yielding cooperatively
		// (i;e. when not running as foreground window)
		gRecentFrameCount = 0;
		gRecentFPSTime.reset();
	}
	F32 fps_log_freq = gSavedSettings.getF32("FPSLogFrequency");
	if (fps_log_freq > 0.f && gRecentFPSTime.getElapsedTimeF32() >= fps_log_freq)
	{
		F32 fps = gRecentFrameCount / fps_log_freq;
		llinfos << llformat("FPS: %.02f", fps) << llendl;
		gRecentFrameCount = 0;
		gRecentFPSTime.reset();
	}
	F32 mem_log_freq = gSavedSettings.getF32("MemoryLogFrequency");
	if (mem_log_freq > 0.f && gRecentMemoryTime.getElapsedTimeF32() >= mem_log_freq)
	{
		gMemoryAllocated = getCurrentRSS();
		U32 memory = (U32)(gMemoryAllocated / (1024*1024));
		llinfos << llformat("MEMORY: %d MB", memory) << llendl;
		gRecentMemoryTime.reset();
	}
}
开发者ID:AGoodPerson,项目名称:Ascent,代码行数:27,代码来源:llviewerdisplay.cpp

示例2: display_stats

// Write some stats to llinfos
void display_stats()
{
	if (gNoRender || !gViewerWindow->getWindow()->getVisible() || !gFocusMgr.getAppHasFocus())
	{
		// Do not keep FPS statistics while yielding cooperatively
		// (i;e. when not running as foreground window)
		gRecentFrameCount = 0;
		gRecentFPSTime.reset();
	}
	F32 fps_log_freq = gSavedSettings.getF32("FPSLogFrequency");
	if (fps_log_freq > 0.f && gRecentFPSTime.getElapsedTimeF32() >= fps_log_freq)
	{
		F32 fps = gRecentFrameCount / fps_log_freq;
		llinfos << llformat("FPS: %.02f", fps) << llendl;
		llinfos << llformat("VBO: %d  glVBO: %d", LLVertexBuffer::sCount, LLVertexBuffer::sGLCount) << llendl;
#ifdef LL_OCTREE_STATS
		OctreeStats::getInstance()->dump();
#endif
		gRecentFrameCount = 0;
		gRecentFPSTime.reset();
	}
	F32 mem_log_freq = gSavedSettings.getF32("MemoryLogFrequency");
	if (mem_log_freq > 0.f && gRecentMemoryTime.getElapsedTimeF32() >= mem_log_freq)
	{
		gMemoryAllocated = LLMemory::getCurrentRSS();
		U32 memory = (U32)(gMemoryAllocated / (1024*1024));
		llinfos << llformat("MEMORY: %d MB", memory) << llendl;
		llinfos << "THREADS: "<< LLThread::getCount() << llendl;
		llinfos << "MALLOC: " << SGMemStat::getPrintableStat() <<llendl;
		LLMemory::logMemoryInfo(TRUE) ;
		gRecentMemoryTime.reset();
	}
}
开发者ID:AlericInglewood,项目名称:SingularityViewer,代码行数:34,代码来源:llviewerdisplay.cpp

示例3: beamColorFromData

LLColor4U lggBeamMaps::beamColorFromData(lggBeamsColors data)
{

	F32 r, g, b;
	LLColor4 output;
	LLColor4U toReturn;
	F32 timeinc =  timer.getElapsedTimeF32()*0.3f*((data.rotateSpeed+.01f)) * (360/(data.endHue-data.startHue));

	S32 diference = llround(data.endHue  - data.startHue);
	if(diference == 360 || diference == 720)
	{
		//full rainbow
		//liner one
		hslToRgb(fmod(timeinc,1.0f), 1.0f, 0.5f, r, g, b);

	}else
	{
		F32 variance = ((data.endHue/360.0f)-(data.startHue/360.0f))/2.0f;
		hslToRgb((data.startHue/360.0f) + variance + (sinf(timeinc)*(variance)), 1.0f, 0.5f, r, g, b);
	}
	output.set(r, g, b);

	toReturn.setVecScaleClamp(output);
	return toReturn;

}
开发者ID:zwagoth,项目名称:Emerald-SVN-History,代码行数:26,代码来源:lggbeammaps.cpp

示例4: display_stats

// Write some stats to llinfos
void display_stats()
{
	F32 fps_log_freq = gSavedSettings.getF32("FPSLogFrequency");
	if (fps_log_freq > 0.f && gRecentFPSTime.getElapsedTimeF32() >= fps_log_freq)
	{
		F32 fps = gRecentFrameCount / fps_log_freq;
		llinfos << llformat("FPS: %.02f", fps) << llendl;
		gRecentFrameCount = 0;
		gRecentFPSTime.reset();
	}
	F32 mem_log_freq = gSavedSettings.getF32("MemoryLogFrequency");
	if (mem_log_freq > 0.f && gRecentMemoryTime.getElapsedTimeF32() >= mem_log_freq)
	{
		gMemoryAllocated = getCurrentRSS();
		U32 memory = (U32)(gMemoryAllocated / (1024*1024));
		llinfos << llformat("MEMORY: %d MB", memory) << llendl;
		gRecentMemoryTime.reset();
	}
}
开发者ID:Avian-IW,项目名称:InWorldz-Viewer,代码行数:20,代码来源:llviewerdisplay.cpp

示例5: updateDebugSettings

//static 
void LLVOCacheEntry::updateDebugSettings()
{
	static LLFrameTimer timer;
	if(timer.getElapsedTimeF32() < 1.0f) //update frequency once per second.
	{
		return;
	}
	timer.reset();

	//the number of frames invisible objects stay in memory
	static LLCachedControl<U32> inv_obj_time(gSavedSettings,"NonvisibleObjectsInMemoryTime");
	sMinFrameRange = inv_obj_time - 1; //make 0 to be the maximum 

	//min radius: all objects within this radius remain loaded in memory
	static LLCachedControl<F32> min_radius(gSavedSettings,"SceneLoadMinRadius");
	sNearRadius = llmin((F32)min_radius, gAgentCamera.mDrawDistance); //can not exceed the draw distance
	sNearRadius = llmax(sNearRadius, 1.f); //minimum value is 1.0m

	//objects within the view frustum whose visible area is greater than this threshold will be loaded
	static LLCachedControl<F32> front_pixel_threshold(gSavedSettings,"SceneLoadFrontPixelThreshold");
	sFrontPixelThreshold = front_pixel_threshold;

	//objects out of the view frustum whose visible area is greater than this threshold will remain loaded
	static LLCachedControl<F32> rear_pixel_threshold(gSavedSettings,"SceneLoadRearPixelThreshold");
	sRearPixelThreshold = rear_pixel_threshold;
	sRearPixelThreshold = llmax(sRearPixelThreshold, sFrontPixelThreshold); //can not be smaller than sFrontPixelThreshold.

	// a percentage of draw distance beyond which all objects outside of view frustum will be unloaded, regardless of pixel threshold
	static LLCachedControl<F32> rear_max_radius_frac(gSavedSettings,"SceneLoadRearMaxRadiusFraction");
	sRearFarRadius = llmax(rear_max_radius_frac * gAgentCamera.mDrawDistance / 100.f, 1.0f); //minimum value is 1.0m
	sRearFarRadius = llmax(sRearFarRadius, (F32)min_radius); //can not be less than "SceneLoadMinRadius".
	sRearFarRadius = llmin(sRearFarRadius, gAgentCamera.mDrawDistance); //can not be more than the draw distance.

	//make the above parameters adaptive to memory usage
	//starts to put restrictions from low_mem_bound_MB, apply tightest restrictions when hits high_mem_bound_MB
	static LLCachedControl<U32> low_mem_bound_MB(gSavedSettings,"SceneLoadLowMemoryBound");
	static LLCachedControl<U32> high_mem_bound_MB(gSavedSettings,"SceneLoadHighMemoryBound");
	
	LLMemory::updateMemoryInfo() ;
	U32 allocated_mem = LLMemory::getAllocatedMemKB().value();
	allocated_mem /= 1024; //convert to MB.
	if(allocated_mem < low_mem_bound_MB)
	{
		return; 
	}
	F32 adjust_factor = llmax(0.f, (F32)(high_mem_bound_MB - allocated_mem) / (high_mem_bound_MB - low_mem_bound_MB));

	sRearFarRadius = llmin(adjust_factor * sRearFarRadius, 96.f);  //[0.f, 96.f]
	sMinFrameRange = (U32)llclamp(adjust_factor * sMinFrameRange, 10.f, 64.f);  //[10, 64]
	sNearRadius    = llmax(adjust_factor * sNearRadius, 1.0f);
}
开发者ID:Belxjander,项目名称:Kirito,代码行数:52,代码来源:llvocache.cpp

示例6: draw


//.........这里部分代码省略.........
			gGL.begin(LLRender::QUADS);
				gGL.texCoord2f(0.f, 1.f);
				gGL.vertex2f(left, top);
				gGL.texCoord2f(0.f, 0.f);
				gGL.vertex2f(left, bottom);
				gGL.texCoord2f(1.f, 0.f);
				gGL.vertex2f(right, bottom);
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
					gGL.begin(LLRender::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}

		// Redraw object layer periodically
		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = false;

			// Locate the centre of the object layer, accounting for panning
			LLVector3 new_center = globalPosToView(gAgentCamera.getCameraPositionGlobal(), rotate_map);	
			new_center.mV[VX] -= mCurPanX;
			new_center.mV[VY] -= mCurPanY;
			new_center.mV[VZ] = 0.f;
			mObjectImageCenterGlobal = viewPosToGlobal(llround(new_center.mV[VX]), llround(new_center.mV[VY]), rotate_map);

			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw buildings
			gObjectList.renderObjectsForMap(*this);

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		map_center_agent -= gAgentCamera.getCameraPositionAgent();
		map_center_agent.mV[0] *= mScale/LLWorld::getInstance()->getRegionWidthInMeters();
		map_center_agent.mV[1] *= mScale/LLWorld::getInstance()->getRegionWidthInMeters();

		gGL.getTexUnit(0)->bind(mObjectImagep);
		F32 image_half_width = 0.5f*mObjectMapPixels;
		F32 image_half_height = 0.5f*mObjectMapPixels;

		gGL.begin(LLRender::QUADS);
开发者ID:Krazy-Bish-Margie,项目名称:SingularityViewer,代码行数:67,代码来源:llnetmap.cpp

示例7: display


//.........这里部分代码省略.........
	LLAppViewer::instance()->pingMainloopTimeout("Display:TextureStats");
	gFrameStats.start(LLFrameStats::UPDATE_TEX_STATS);
	stop_glerror();

	LLImageGL::updateStats(gFrameTimeSeconds);
	
	LLVOAvatar::sRenderName = gSavedSettings.getS32("RenderName");
	LLVOAvatar::sRenderGroupTitles = !gSavedSettings.getBOOL("RenderHideGroupTitleAll");
	
	gPipeline.mBackfaceCull = TRUE;
	gFrameCount++;
	gRecentFrameCount++;
	if (gFocusMgr.getAppHasFocus())
	{
		gForegroundFrameCount++;
	}

	//////////////////////////////////////////////////////////
	//
	// Display start screen if we're teleporting, and skip render
	//

	if (gTeleportDisplay)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport");
		const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived.

		S32 attach_count = 0;
		if (gAgent.getAvatarObject())
		{
			attach_count = gAgent.getAvatarObject()->getAttachmentCount();
		}
		F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count;
		F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32();
		F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time);
		if( (gAgent.getTeleportState() != LLAgent::TELEPORT_START) && (teleport_percent > 100.f) )
		{
			// Give up.  Don't keep the UI locked forever.
			gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
			gAgent.setTeleportMessage(std::string());
		}

		const std::string& message = gAgent.getTeleportMessage();
		switch( gAgent.getTeleportState() )
		{
		case LLAgent::TELEPORT_START:
			// Transition to REQUESTED.  Viewer has sent some kind
			// of TeleportRequest to the source simulator
			gTeleportDisplayTimer.reset();
			gViewerWindow->setShowProgress(TRUE);
			gViewerWindow->setProgressPercent(0);
			gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["requesting"]);
			break;

		case LLAgent::TELEPORT_REQUESTED:
			// Waiting for source simulator to respond
			gViewerWindow->setProgressPercent( llmin(teleport_percent, 37.5f) );
			gViewerWindow->setProgressString(message);
			break;

		case LLAgent::TELEPORT_MOVING:
			// Viewer has received destination location from source simulator
			gViewerWindow->setProgressPercent( llmin(teleport_percent, 75.f) );
			gViewerWindow->setProgressString(message);
开发者ID:Avian-IW,项目名称:InWorldz-Viewer,代码行数:67,代码来源:llviewerdisplay.cpp

示例8: draw


//.........这里部分代码省略.........
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
					gGL.begin(LLRender::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}
		

		LLVector3d old_center = mObjectImageCenterGlobal;
		LLVector3d new_center = gAgent.getCameraPositionGlobal();

		new_center.mdV[0] = (5.f/mObjectMapTPM)*floor(0.2f*mObjectMapTPM*new_center.mdV[0]);
		new_center.mdV[1] = (5.f/mObjectMapTPM)*floor(0.2f*mObjectMapTPM*new_center.mdV[1]);
		new_center.mdV[2] = 0.f;

		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = FALSE;
			mObjectImageCenterGlobal = new_center;

			// Center moved enough.
			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw buildings
			gObjectList.renderObjectsForMap(*this);

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		map_center_agent -= gAgent.getCameraPositionAgent();
		map_center_agent.mV[VX] *= mScale/region_width;
		map_center_agent.mV[VY] *= mScale/region_width;

		gGL.getTexUnit(0)->bind(mObjectImagep);
		F32 image_half_width = 0.5f*mObjectMapPixels;
		F32 image_half_height = 0.5f*mObjectMapPixels;

		gGL.begin(LLRender::QUADS);
			gGL.texCoord2f(0.f, 1.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, image_half_height + map_center_agent.mV[VY]);
			gGL.texCoord2f(0.f, 0.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 0.f);
开发者ID:AlexRa,项目名称:Kirstens-clone,代码行数:67,代码来源:llnetmap.cpp

示例9: update_statistics

void update_statistics(U32 frame_count)
{
	gTotalWorldBytes += gVLManager.getTotalBytes();
	gTotalObjectBytes += gObjectBits / 8;

	// make sure we have a valid time delta for this frame
	if (gFrameIntervalSeconds > 0.f)
	{
		if (gAgent.getCameraMode() == CAMERA_MODE_MOUSELOOK)
		{
			LLViewerStats::getInstance()->incStat(LLViewerStats::ST_MOUSELOOK_SECONDS, gFrameIntervalSeconds);
		}
		else if (gAgent.getCameraMode() == CAMERA_MODE_CUSTOMIZE_AVATAR)
		{
			LLViewerStats::getInstance()->incStat(LLViewerStats::ST_AVATAR_EDIT_SECONDS, gFrameIntervalSeconds);
		}
		else if (gFloaterTools && gFloaterTools->getVisible())
		{
			LLViewerStats::getInstance()->incStat(LLViewerStats::ST_TOOLBOX_SECONDS, gFrameIntervalSeconds);
		}
	}
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_ENABLE_VBO, (F64)gSavedSettings.getBOOL("RenderVBOEnable"));
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_LIGHTING_DETAIL, (F64)gSavedSettings.getS32("RenderLightingDetail"));
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_DRAW_DIST, (F64)gSavedSettings.getF32("RenderFarClip"));
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_CHAT_BUBBLES, (F64)gSavedSettings.getBOOL("UseChatBubbles"));
#if 0 // 1.9.2
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_SHADER_OBJECTS, (F64)gSavedSettings.getS32("VertexShaderLevelObject"));
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_SHADER_AVATAR, (F64)gSavedSettings.getBOOL("VertexShaderLevelAvatar"));
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_SHADER_ENVIRONMENT, (F64)gSavedSettings.getBOOL("VertexShaderLevelEnvironment"));
#endif
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_FRAME_SECS, gDebugView->mFastTimerView->getTime(LLFastTimer::FTM_FRAME));
	F64 idle_secs = gDebugView->mFastTimerView->getTime(LLFastTimer::FTM_IDLE);
	F64 network_secs = gDebugView->mFastTimerView->getTime(LLFastTimer::FTM_NETWORK);
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_UPDATE_SECS, idle_secs - network_secs);
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_NETWORK_SECS, network_secs);
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_IMAGE_SECS, gDebugView->mFastTimerView->getTime(LLFastTimer::FTM_IMAGE_UPDATE));
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_REBUILD_SECS, gDebugView->mFastTimerView->getTime(LLFastTimer::FTM_STATESORT ));
	LLViewerStats::getInstance()->setStat(LLViewerStats::ST_RENDER_SECS, gDebugView->mFastTimerView->getTime(LLFastTimer::FTM_RENDER_GEOMETRY));
		
	LLCircuitData *cdp = gMessageSystem->mCircuitInfo.findCircuit(gAgent.getRegion()->getHost());
	if (cdp)
	{
		LLViewerStats::getInstance()->mSimPingStat.addValue(cdp->getPingDelay());
		gAvgSimPing = ((gAvgSimPing * (F32)gSimPingCount) + (F32)(cdp->getPingDelay())) / ((F32)gSimPingCount + 1);
		gSimPingCount++;
	}
	else
	{
		LLViewerStats::getInstance()->mSimPingStat.addValue(10000);
	}

	LLViewerStats::getInstance()->mFPSStat.addValue(1);
	F32 layer_bits = (F32)(gVLManager.getLandBits() + gVLManager.getWindBits() + gVLManager.getCloudBits());
	LLViewerStats::getInstance()->mLayersKBitStat.addValue(layer_bits/1024.f);
	LLViewerStats::getInstance()->mObjectKBitStat.addValue(gObjectBits/1024.f);
	LLViewerStats::getInstance()->mVFSPendingOperations.addValue(LLVFile::getVFSThread()->getPending());
	LLViewerStats::getInstance()->mAssetKBitStat.addValue(gTransferManager.getTransferBitsIn(LLTCT_ASSET)/1024.f);
	gTransferManager.resetTransferBitsIn(LLTCT_ASSET);

	if (LLAppViewer::getTextureFetch()->getNumRequests() == 0)
	{
		gDebugTimers[0].pause();
	}
	else
	{
		gDebugTimers[0].unpause();
	}
	
	{
		static F32 visible_avatar_frames = 0.f;
		static F32 avg_visible_avatars = 0;
		F32 visible_avatars = (F32)LLVOAvatar::sNumVisibleAvatars;
		if (visible_avatars > 0.f)
		{
			visible_avatar_frames = 1.f;
			avg_visible_avatars = (avg_visible_avatars * (F32)(visible_avatar_frames - 1.f) + visible_avatars) / visible_avatar_frames;
		}
		LLViewerStats::getInstance()->setStat(LLViewerStats::ST_VISIBLE_AVATARS, (F64)avg_visible_avatars);
	}
	LLWorld::getInstance()->updateNetStats();
	LLWorld::getInstance()->requestCacheMisses();
	
	// Reset all of these values.
	gVLManager.resetBitCounts();
	gObjectBits = 0;
//	gDecodedBits = 0;

	// Only update texture stats ones per second so that they are less noisy
	{
		static const F32 texture_stats_freq = 1.f;
		static LLFrameTimer texture_stats_timer;
		if (texture_stats_timer.getElapsedTimeF32() >= texture_stats_freq)
		{
			LLViewerStats::getInstance()->mTextureKBitStat.addValue(LLViewerImageList::sTextureBits/1024.f);
			LLViewerStats::getInstance()->mTexturePacketsStat.addValue(LLViewerImageList::sTexturePackets);
			gTotalTextureBytes += LLViewerImageList::sTextureBits / 8;
			LLViewerImageList::sTextureBits = 0;
			LLViewerImageList::sTexturePackets = 0;
			texture_stats_timer.reset();
		}
//.........这里部分代码省略.........
开发者ID:Kiera,项目名称:Sausages,代码行数:101,代码来源:llviewerstats.cpp

示例10: display


//.........这里部分代码省略.........
	LLAppViewer::instance()->pingMainloopTimeout("Display:TextureStats");
	gFrameStats.start(LLFrameStats::UPDATE_TEX_STATS);
	stop_glerror();

	LLImageGL::updateStats(gFrameTimeSeconds);
	
	LLVOAvatar::sRenderName = gSavedSettings.getS32("RenderName");
	LLVOAvatar::sRenderGroupTitles = !gSavedSettings.getBOOL("RenderHideGroupTitleAll");
	
	gPipeline.mBackfaceCull = TRUE;
	gFrameCount++;
	gRecentFrameCount++;
	if (gFocusMgr.getAppHasFocus())
	{
		gForegroundFrameCount++;
	}

	//////////////////////////////////////////////////////////
	//
	// Display start screen if we're teleporting, and skip render
	//

	if (gTeleportDisplay)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport");
		const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived.

		S32 attach_count = 0;
		if (isAgentAvatarValid())
		{
			attach_count = gAgentAvatarp->getAttachmentCount();
		}
		F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count;
		F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32();
		F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time);
		if( (gAgent.getTeleportState() != LLAgent::TELEPORT_START) && (teleport_percent > 100.f) )
		{
			// Give up.  Don't keep the UI locked forever.
			gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
			gAgent.setTeleportMessage(std::string());
		}

		static const LLCachedControl<bool> hide_tp_screen("AscentDisableTeleportScreens",false);
		const std::string& message = gAgent.getTeleportMessage();
		switch( gAgent.getTeleportState() )
		{
		case LLAgent::TELEPORT_PENDING:
			gTeleportDisplayTimer.reset();
			if(!hide_tp_screen)
				gViewerWindow->setShowProgress(TRUE);
			gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
			gAgent.setTeleportMessage(LLAgent::sTeleportProgressMessages["pending"]);
			gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["pending"]);
			break;

		case LLAgent::TELEPORT_START:
			// Transition to REQUESTED.  Viewer has sent some kind
			// of TeleportRequest to the source simulator
			gTeleportDisplayTimer.reset();
			if(!hide_tp_screen)
				gViewerWindow->setShowProgress(TRUE);
			gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
			gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["requesting"]);
			gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["requesting"]);
开发者ID:AlericInglewood,项目名称:SingularityViewer,代码行数:67,代码来源:llviewerdisplay.cpp

示例11: draw


//.........这里部分代码省略.........
			gGL.begin(LLRender::QUADS);
				gGL.texCoord2f(0.f, 1.f);
				gGL.vertex2f(left, top);
				gGL.texCoord2f(0.f, 0.f);
				gGL.vertex2f(left, bottom);
				gGL.texCoord2f(1.f, 0.f);
				gGL.vertex2f(right, bottom);
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
					gGL.begin(LLRender::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}

		// Redraw object layer periodically
		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = FALSE;

			// Locate the centre of the object layer, accounting for panning
			LLVector3 new_center = globalPosToView(gAgent.getCameraPositionGlobal(), rotate_map);	
			new_center.mV[0] -= mCurPanX;
			new_center.mV[1] -= mCurPanY;
			new_center.mV[2] = 0.f;
			mObjectImageCenterGlobal = viewPosToGlobal(llround(new_center.mV[0]), llround(new_center.mV[1]), rotate_map);

			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw buildings
			//gObjectList.renderObjectsForMap(*this);
			LLCachedControl<bool> mm_fastminimap(gSavedSettings, "mm_fastminimap");
			if (!mm_fastminimap)
			{
				gObjectList.renderObjectsForMap(*this);
				mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			}

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		map_center_agent -= gAgent.getCameraPositionAgent();
		map_center_agent.mV[VX] *= mScale/region_width;
		map_center_agent.mV[VY] *= mScale/region_width;
开发者ID:VirtualReality,项目名称:Viewer,代码行数:67,代码来源:llnetmap.cpp

示例12: send_stats

/*
 * The sim-side LLSD is in newsim/llagentinfo.cpp:forwardViewerStats.
 *
 * There's also a compatibility shim for the old fixed-format sim
 * stats in newsim/llagentinfo.cpp:processViewerStats.
 *
 * If you move stats around here, make the corresponding changes in
 * those locations, too.
 */
void send_stats()
{
    // IW 9/23/02 I elected not to move this into LLViewerStats
    // because it depends on too many viewer.cpp globals.
    // Someday we may want to merge all our stats into a central place
    // but that day is not today.

    // Only send stats if the agent is connected to a region.
    if (!gAgent.getRegion() || gNoRender)
    {
        return;
    }

    LLSD body;
    std::string url = gAgent.getRegion()->getCapability("ViewerStats");

    if (url.empty()) {
        LL_WARNS() << "Could not get ViewerStats capability" << LL_ENDL;
        return;
    }

    body["session_id"] = gAgentSessionID;

    LLSD &agent = body["agent"];

    time_t ltime;
    time(&ltime);
    F32 run_time = F32(LLFrameTimer::getElapsedSeconds());

    agent["start_time"] = S32(ltime - S32(run_time));

    // The first stat set must have a 0 run time if it doesn't actually
    // contain useful data in terms of FPS, etc.  We use half the
    // SEND_STATS_PERIOD seconds as the point at which these statistics become
    // valid.  Data warehouse uses a 0 value here to easily discard these
    // records with non-useful FPS values etc.
    if (run_time < (SEND_STATS_PERIOD / 2))
    {
        agent["run_time"] = 0.0f;
    }
    else
    {
        agent["run_time"] = run_time;
    }

    // send fps only for time app spends in foreground
    agent["fps"] = (F32)gForegroundFrameCount / gForegroundTime.getElapsedTimeF32();
    agent["version"] = gCurrentVersion;
    std::string language = LLUI::getLanguage();
    agent["language"] = language;

    agent["sim_fps"] = ((F32) gFrameCount - gSimFrames) /
                       (F32) (gRenderStartTime.getElapsedTimeF32() - gSimLastTime);

    gSimLastTime = gRenderStartTime.getElapsedTimeF32();
    gSimFrames   = (F32) gFrameCount;

    agent["agents_in_view"] = LLVOAvatar::sNumVisibleAvatars;
    agent["ping"] = gAvgSimPing;
    agent["meters_traveled"] = gAgent.getDistanceTraveled();
    agent["regions_visited"] = gAgent.getRegionsVisited();
    agent["mem_use"] = LLMemory::getCurrentRSS() / 1024.0;

    LLSD &system = body["system"];

    system["ram"] = (S32) gSysMemory.getPhysicalMemoryKB();
    system["os"] = LLAppViewer::instance()->getOSInfo().getOSStringSimple();
    system["cpu"] = gSysCPU.getCPUString();
    unsigned char MACAddress[MAC_ADDRESS_BYTES];
    LLUUID::getNodeID(MACAddress);
    std::string macAddressString = llformat("%02x-%02x-%02x-%02x-%02x-%02x",
                                            MACAddress[0],MACAddress[1],MACAddress[2],
                                            MACAddress[3],MACAddress[4],MACAddress[5]);
    system["mac_address"] = macAddressString;
    system["serial_number"] = LLAppViewer::instance()->getSerialNumber();
    std::string gpu_desc = llformat(
                               "%-6s Class %d ",
                               gGLManager.mGLVendorShort.substr(0,6).c_str(),
                               (S32)LLFeatureManager::getInstance()->getGPUClass())
                           + LLFeatureManager::getInstance()->getGPUString();

    system["gpu"] = gpu_desc;
    system["gpu_class"] = (S32)LLFeatureManager::getInstance()->getGPUClass();
    system["gpu_vendor"] = gGLManager.mGLVendorShort;
    system["gpu_version"] = gGLManager.mDriverVersionVendorString;
    system["opengl_version"] = gGLManager.mGLVersionString;

    LLSD &download = body["downloads"];

    download["world_kbytes"] = gTotalWorldBytes / 1024.0;
    download["object_kbytes"] = gTotalObjectBytes / 1024.0;
//.........这里部分代码省略.........
开发者ID:GODOFMINECRAFT4,项目名称:SingularityViewer,代码行数:101,代码来源:llviewerstats.cpp

示例13: update_statistics

void update_statistics()
{
    gTotalWorldBytes += gVLManager.getTotalBytes();
    gTotalObjectBytes += gObjectBits / 8;

    LLViewerStats& stats = LLViewerStats::instance();

    // make sure we have a valid time delta for this frame
    if (gFrameIntervalSeconds > 0.f)
    {
        if (gAgentCamera.getCameraMode() == CAMERA_MODE_MOUSELOOK)
        {
            LLViewerStats::getInstance()->incStat(LLViewerStats::ST_MOUSELOOK_SECONDS, gFrameIntervalSeconds);
        }
        else if (gAgentCamera.getCameraMode() == CAMERA_MODE_CUSTOMIZE_AVATAR)
        {
            LLViewerStats::getInstance()->incStat(LLViewerStats::ST_AVATAR_EDIT_SECONDS, gFrameIntervalSeconds);
        }
        else if (gFloaterTools && gFloaterTools->getVisible())
        {
            LLViewerStats::getInstance()->incStat(LLViewerStats::ST_TOOLBOX_SECONDS, gFrameIntervalSeconds);
        }
    }
    stats.setStat(LLViewerStats::ST_ENABLE_VBO, (F64)gSavedSettings.getBOOL("RenderVBOEnable"));
    stats.setStat(LLViewerStats::ST_LIGHTING_DETAIL, (F64)gPipeline.getLightingDetail());
    stats.setStat(LLViewerStats::ST_DRAW_DIST, (F64)gSavedSettings.getF32("RenderFarClip"));
    stats.setStat(LLViewerStats::ST_CHAT_BUBBLES, (F64)gSavedSettings.getBOOL("UseChatBubbles"));
#if 0 // 1.9.2
    LLViewerStats::getInstance()->setStat(LLViewerStats::ST_SHADER_OBJECTS, (F64)gSavedSettings.getS32("VertexShaderLevelObject"));
    LLViewerStats::getInstance()->setStat(LLViewerStats::ST_SHADER_AVATAR, (F64)gSavedSettings.getBOOL("VertexShaderLevelAvatar"));
    LLViewerStats::getInstance()->setStat(LLViewerStats::ST_SHADER_ENVIRONMENT, (F64)gSavedSettings.getBOOL("VertexShaderLevelEnvironment"));
#endif
    stats.setStat(LLViewerStats::ST_FRAME_SECS, gDebugView->mFastTimerView->getTime("Frame"));
    F64 idle_secs = gDebugView->mFastTimerView->getTime("Idle");
    F64 network_secs = gDebugView->mFastTimerView->getTime("Network");
    stats.setStat(LLViewerStats::ST_UPDATE_SECS, idle_secs - network_secs);
    stats.setStat(LLViewerStats::ST_NETWORK_SECS, network_secs);
    stats.setStat(LLViewerStats::ST_IMAGE_SECS, gDebugView->mFastTimerView->getTime("Update Images"));
    stats.setStat(LLViewerStats::ST_REBUILD_SECS, gDebugView->mFastTimerView->getTime("Sort Draw State"));
    stats.setStat(LLViewerStats::ST_RENDER_SECS, gDebugView->mFastTimerView->getTime("Geometry"));

    LLCircuitData *cdp = gMessageSystem->mCircuitInfo.findCircuit(gAgent.getRegion()->getHost());
    if (cdp)
    {
        stats.mSimPingStat.addValue(cdp->getPingDelay());
        gAvgSimPing = ((gAvgSimPing * (F32)gSimPingCount) + (F32)(cdp->getPingDelay())) / ((F32)gSimPingCount + 1);
        gSimPingCount++;
    }
    else
    {
        stats.mSimPingStat.addValue(10000);
    }

    stats.mFPSStat.addValue(1);
    F32 layer_bits = (F32)(gVLManager.getLandBits() + gVLManager.getWindBits() + gVLManager.getCloudBits());
    stats.mLayersKBitStat.addValue(layer_bits/1024.f);
    stats.mObjectKBitStat.addValue(gObjectBits/1024.f);
    stats.mVFSPendingOperations.addValue(LLVFile::getVFSThread()->getPending());
    stats.mAssetKBitStat.addValue(gTransferManager.getTransferBitsIn(LLTCT_ASSET)/1024.f);
    gTransferManager.resetTransferBitsIn(LLTCT_ASSET);

    if (LLAppViewer::getTextureFetch()->getNumRequests() == 0)
    {
        gTextureTimer.pause();
    }
    else
    {
        gTextureTimer.unpause();
    }

    {
        static F32 visible_avatar_frames = 0.f;
        static F32 avg_visible_avatars = 0;
        F32 visible_avatars = (F32)LLVOAvatar::sNumVisibleAvatars;
        if (visible_avatars > 0.f)
        {
            visible_avatar_frames = 1.f;
            avg_visible_avatars = (avg_visible_avatars * (F32)(visible_avatar_frames - 1.f) + visible_avatars) / visible_avatar_frames;
        }
        stats.setStat(LLViewerStats::ST_VISIBLE_AVATARS, (F64)avg_visible_avatars);
    }
    LLWorld::getInstance()->updateNetStats();
    LLWorld::getInstance()->requestCacheMisses();

    // Reset all of these values.
    gVLManager.resetBitCounts();
    gObjectBits = 0;
//	gDecodedBits = 0;

    // Only update texture stats periodically so that they are less noisy
    {
        static const F32 texture_stats_freq = 0.25f;
        static LLFrameTimer texture_stats_timer;
        if (texture_stats_timer.getElapsedTimeF32() >= texture_stats_freq)
        {
            stats.mHTTPTextureKBitStat.addValue(AICurlInterface::getHTTPBandwidth()/125.f);
            stats.mUDPTextureKBitStat.addValue(LLViewerTextureList::sTextureBits/1024.f);
            stats.mTexturePacketsStat.addValue(LLViewerTextureList::sTexturePackets);
            gTotalTextureBytes += LLViewerTextureList::sTextureBits / 8;
            LLViewerTextureList::sTextureBits = 0;
//.........这里部分代码省略.........
开发者ID:GODOFMINECRAFT4,项目名称:SingularityViewer,代码行数:101,代码来源:llviewerstats.cpp

示例14: draw


//.........这里部分代码省略.........
			gGL.begin(LLRender::QUADS);
				gGL.texCoord2f(0.f, 1.f);
				gGL.vertex2f(left, top);
				gGL.texCoord2f(0.f, 0.f);
				gGL.vertex2f(left, bottom);
				gGL.texCoord2f(1.f, 0.f);
				gGL.vertex2f(right, bottom);
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
					gGL.begin(LLRender::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}

		// Redraw object layer periodically
		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = false;

			// Locate the centre of the object layer, accounting for panning
			LLVector3 new_center = globalPosToView(gAgentCamera.getCameraPositionGlobal());
			new_center.mV[VX] -= mCurPan.mV[VX];
			new_center.mV[VY] -= mCurPan.mV[VY];
			new_center.mV[VZ] = 0.f;
			mObjectImageCenterGlobal = viewPosToGlobal(llfloor(new_center.mV[VX]), llfloor(new_center.mV[VY]));

			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw objects
			gObjectList.renderObjectsForMap(*this);

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		LLVector3 camera_position = gAgentCamera.getCameraPositionAgent();
		map_center_agent -= camera_position;
		map_center_agent.mV[VX] *= mScale/region_width;
		map_center_agent.mV[VY] *= mScale/region_width;

		gGL.getTexUnit(0)->bind(mObjectImagep);
		F32 image_half_width = 0.5f*mObjectMapPixels;
		F32 image_half_height = 0.5f*mObjectMapPixels;
开发者ID:Belxjander,项目名称:Kirito,代码行数:66,代码来源:llnetmap.cpp

示例15: draw


//.........这里部分代码省略.........
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
					gGL.begin(LLRender::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}
		

		LLVector3d old_center = mObjectImageCenterGlobal;
		LLVector3d new_center = gAgent.getCameraPositionGlobal();

		new_center.mdV[0] = (5.f/mObjectMapTPM)*floor(0.2f*mObjectMapTPM*new_center.mdV[0]);
		new_center.mdV[1] = (5.f/mObjectMapTPM)*floor(0.2f*mObjectMapTPM*new_center.mdV[1]);
		new_center.mdV[2] = 0.f;

		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = FALSE;
			mObjectImageCenterGlobal = new_center;

			// Center moved enough.
			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw buildings
			gObjectList.renderObjectsForMap(*this);

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		map_center_agent -= gAgent.getCameraPositionAgent();
		map_center_agent.mV[VX] *= mScale/region_width;
		map_center_agent.mV[VY] *= mScale/region_width;

		gGL.getTexUnit(0)->bind(mObjectImagep);
		F32 image_half_width = 0.5f*mObjectMapPixels;
		F32 image_half_height = 0.5f*mObjectMapPixels;

		gGL.begin(LLRender::QUADS);
			gGL.texCoord2f(0.f, 1.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, image_half_height + map_center_agent.mV[VY]);
			gGL.texCoord2f(0.f, 0.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 0.f);
开发者ID:Xara,项目名称:Opensource-V2-SL-Viewer,代码行数:67,代码来源:llnetmap.cpp


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