mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
build 191208. minor gfx renderer optimizations, minor bug fixes
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@@ -448,16 +448,18 @@ bool opengl33_renderer::Render()
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m_drawcount = m_cellqueue.size();
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m_debugtimestext.clear();
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/*
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m_debugtimestext += "cpu: " + to_string(Timer::subsystem.gfx_color.average(), 2) + " ms (" + std::to_string(m_cellqueue.size()) + " sectors)\n" +=
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"cpu swap: " + to_string(Timer::subsystem.gfx_swap.average(), 2) + " ms\n" += "uilayer: " + to_string(Timer::subsystem.gfx_gui.average(), 2) + "ms\n" +=
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"mainloop total: " + to_string(Timer::subsystem.mainloop_total.average(), 2) + "ms\n";
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*/
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if (!Global.gfx_usegles)
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{
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m_timequery->end();
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/*
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if (m_gllasttime)
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m_debugtimestext += "gpu: " + to_string((double)(m_gllasttime / 1000ULL) / 1000.0, 3) + "ms";
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*/
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}
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debug_stats shadowstats;
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@@ -481,15 +483,28 @@ bool opengl33_renderer::Render()
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+ " lines: " + to_string( m_colorpass.draw_stats.lines, 7 ) + "\n"
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+ "particles: " + to_string( m_colorpass.draw_stats.particles, 7 );
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if (DebugModeFlag)
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m_debugtimestext += m_textures.info();
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++m_framestamp;
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SwapBuffers();
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Timer::subsystem.gfx_total.stop();
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m_debugtimestext +=
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"cpu frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_shadows.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n"
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+ " color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " ms (" + std::to_string( m_cellqueue.size() ) + " sectors)\n";
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if( Global.gfx_shadowmap_enabled ) {
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m_debugtimestext +=
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" shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " ms\n";
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}
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m_debugtimestext += " swap: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n";
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if( !Global.gfx_usegles ) {
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if (m_gllasttime)
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m_debugtimestext += "gpu frame total: " + to_string((double)(m_gllasttime / 1000ULL) / 1000.0, 3) + " ms\n";
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}
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m_debugtimestext += "uilayer: " + to_string( Timer::subsystem.gfx_gui.average(), 2 ) + " ms\n";
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if( DebugModeFlag )
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m_debugtimestext += m_textures.info();
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return true; // for now always succeed
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}
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@@ -591,7 +606,7 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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Timer::subsystem.gfx_shadows.stop();
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glDebug("render shadowmap end");
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}
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}
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if (Global.gfx_envmap_enabled && vp.main)
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{
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@@ -1319,6 +1334,8 @@ void opengl33_renderer::setup_shadow_unbind_map()
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// binds shadow map and updates shadow map uniform data
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void opengl33_renderer::setup_shadow_bind_map()
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{
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if( false == Global.gfx_shadowmap_enabled ) { return; }
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m_shadow_tex->bind(gl::MAX_TEXTURES + 0);
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glm::mat4 coordmove;
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@@ -2236,6 +2253,16 @@ void opengl33_renderer::Render(TAnimModel *Instance)
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{
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return;
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}
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// crude way to reject early items too far to affect the output (mostly relevant for shadow passes)
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auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
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if( distancesquared > drawdistancethreshold * drawdistancethreshold ) {
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return;
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}
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// second stage visibility cull, reject modelstoo far away to be noticeable
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auto const radiussquared { Instance->radius() * Instance->radius() };
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if( radiussquared * Global.ZoomFactor / distancesquared < 0.003 * 0.003 ) {
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return;
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}
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switch (m_renderpass.draw_mode)
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{
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@@ -2300,7 +2327,8 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
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}
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// second stage visibility cull, reject vehicles too far away to be noticeable
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Dynamic->renderme = ( Dynamic->radius() * Global.ZoomFactor / std::sqrt( squaredistance ) > 0.003 );
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auto const squareradius{ Dynamic->radius() * Dynamic->radius() };
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Dynamic->renderme = ( squareradius * Global.ZoomFactor / squaredistance > 0.003 * 0.003 );
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if( false == Dynamic->renderme ) {
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return false;
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}
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@@ -3154,6 +3182,16 @@ void opengl33_renderer::Render_Alpha(TAnimModel *Instance)
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{
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return;
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}
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// crude way to reject early items too far to affect the output (mostly relevant for shadow passes)
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auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
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if( distancesquared > drawdistancethreshold * drawdistancethreshold ) {
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return;
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}
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// second stage visibility cull, reject modelstoo far away to be noticeable
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auto const radiussquared { Instance->radius() * Instance->radius() };
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if( radiussquared * Global.ZoomFactor / distancesquared < 0.003 * 0.003 ) {
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return;
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}
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Instance->RaAnimate( m_framestamp ); // jednorazowe przeliczenie animacji
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Instance->RaPrepare();
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@@ -3826,7 +3864,7 @@ void opengl33_renderer::Update(double const Deltatime)
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// TODO: it doesn't make much sense with vsync
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if( Global.targetfps == 0.0f ) {
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// automatic adjustment
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auto const framerate = 0.5f * ( m_framerate + 1000.f / Timer::subsystem.gfx_color.average() );
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auto const framerate = interpolate( 1000.f / Timer::subsystem.gfx_color.average(), m_framerate, 0.25f );
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float targetfactor;
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if( framerate > 120.0 ) { targetfactor = 3.00f; }
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else if( framerate > 90.0 ) { targetfactor = 1.50f; }
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@@ -353,9 +353,14 @@ opengl_renderer::Render() {
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m_drawcount = m_cellqueue.size();
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m_debugtimestext +=
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"color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n"
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+ "gpu side: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " msec\n"
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+ "frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " msec";
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"cpu frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_shadows.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n"
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+ " color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " ms (" + std::to_string( m_cellqueue.size() ) + " sectors)\n";
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if( Global.RenderShadows ) {
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m_debugtimestext +=
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" shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " ms\n";
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}
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m_debugtimestext += " swap: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n";
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m_debugtimestext += "uilayer: " + to_string( Timer::subsystem.gfx_gui.average(), 2 ) + " ms\n";
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m_debugstatstext =
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"vehicles: " + to_string( m_colorpass.draw_stats.dynamics, 7 ) + " +" + to_string( m_shadowpass.draw_stats.dynamics, 7 )
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@@ -411,7 +416,6 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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}
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Render_pass( rendermode::shadows );
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Timer::subsystem.gfx_shadows.stop();
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m_debugtimestext += "shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n";
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#ifdef EU07_USE_DEBUG_SHADOWMAP
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UILayer.set_texture( m_shadowdebugtexture );
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#endif
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@@ -2199,6 +2203,11 @@ opengl_renderer::Render( TAnimModel *Instance ) {
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if( distancesquared > drawdistancethreshold * drawdistancethreshold ) {
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return;
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}
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// second stage visibility cull, reject modelstoo far away to be noticeable
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auto const radiussquared { Instance->radius() * Instance->radius() };
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if( radiussquared * Global.ZoomFactor / distancesquared < 0.003 * 0.003 ) {
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return;
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}
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switch( m_renderpass.draw_mode ) {
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case rendermode::pickscenery: {
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@@ -3277,6 +3286,16 @@ opengl_renderer::Render_Alpha( TAnimModel *Instance ) {
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|| ( distancesquared >= Instance->m_rangesquaredmax ) ) {
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return;
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}
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// crude way to reject early items too far to affect the output (mostly relevant for shadow passes)
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auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
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if( distancesquared > drawdistancethreshold * drawdistancethreshold ) {
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return;
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}
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// second stage visibility cull, reject modelstoo far away to be noticeable
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auto const radiussquared { Instance->radius() * Instance->radius() };
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if( radiussquared * Global.ZoomFactor / distancesquared < 0.003 * 0.003 ) {
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return;
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}
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Instance->RaAnimate( m_framestamp ); // jednorazowe przeliczenie animacji
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Instance->RaPrepare();
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