本文整理汇总了Java中com.badlogic.gdx.graphics.profiling.GLProfiler类的典型用法代码示例。如果您正苦于以下问题:Java GLProfiler类的具体用法?Java GLProfiler怎么用?Java GLProfiler使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
GLProfiler类属于com.badlogic.gdx.graphics.profiling包,在下文中一共展示了GLProfiler类的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Java代码示例。
示例1: frameStart
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
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();
}
}
示例2: frameStart
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
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();
}
}
示例3: render
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
@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;
}
示例4: update
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
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());
}
}
}
示例5: onInitialize
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
@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);
//
}
示例6: show
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
@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;
}
}
示例7: setup
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
protected static void setup() {
glProfiler = Settings.getBooleanSettingValue(Settings.DEBUG_GL_PROFILER);
if (glProfiler) {
GLProfiler.enable();
} else {
GLProfiler.disable();
}
}
示例8: setup
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
protected static void setup() {
glProfiler = Settings.getBooleanSettingValue(Settings.DEBUG_GL_PROFILER);
if (glProfiler) {
GLProfiler.enable();
} else {
GLProfiler.disable();
}
}
示例9: render
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
@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();
}
示例10: dispose
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
@Override
public void dispose() {
GLProfiler.disable();
level.dispose();
changeManager.dispose();
decalBatch.dispose();
}
示例11: getStatus
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
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);
}
示例12: generateDebugMessage
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
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();
}
示例13: dispose
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
@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();
}
示例14: tick
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
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());
}
}
示例15: getStatus
import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
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());
}