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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 22:39:18 +02:00

build 191208. minor gfx renderer optimizations, minor bug fixes

This commit is contained in:
tmj-fstate
2019-12-08 19:04:08 +01:00
parent 8020c15967
commit 8028fa2ac0
3 changed files with 70 additions and 13 deletions

View File

@@ -353,9 +353,14 @@ opengl_renderer::Render() {
m_drawcount = m_cellqueue.size();
m_debugtimestext +=
"color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n"
+ "gpu side: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " msec\n"
+ "frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " msec";
"cpu frame total: " + to_string( Timer::subsystem.gfx_color.average() + Timer::subsystem.gfx_shadows.average() + Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n"
+ " color: " + to_string( Timer::subsystem.gfx_color.average(), 2 ) + " ms (" + std::to_string( m_cellqueue.size() ) + " sectors)\n";
if( Global.RenderShadows ) {
m_debugtimestext +=
" shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " ms\n";
}
m_debugtimestext += " swap: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n";
m_debugtimestext += "uilayer: " + to_string( Timer::subsystem.gfx_gui.average(), 2 ) + " ms\n";
m_debugstatstext =
"vehicles: " + to_string( m_colorpass.draw_stats.dynamics, 7 ) + " +" + to_string( m_shadowpass.draw_stats.dynamics, 7 )
@@ -411,7 +416,6 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
}
Render_pass( rendermode::shadows );
Timer::subsystem.gfx_shadows.stop();
m_debugtimestext += "shadows: " + to_string( Timer::subsystem.gfx_shadows.average(), 2 ) + " msec (" + std::to_string( m_cellqueue.size() ) + " sectors)\n";
#ifdef EU07_USE_DEBUG_SHADOWMAP
UILayer.set_texture( m_shadowdebugtexture );
#endif
@@ -2199,6 +2203,11 @@ opengl_renderer::Render( TAnimModel *Instance ) {
if( distancesquared > drawdistancethreshold * drawdistancethreshold ) {
return;
}
// second stage visibility cull, reject modelstoo far away to be noticeable
auto const radiussquared { Instance->radius() * Instance->radius() };
if( radiussquared * Global.ZoomFactor / distancesquared < 0.003 * 0.003 ) {
return;
}
switch( m_renderpass.draw_mode ) {
case rendermode::pickscenery: {
@@ -3277,6 +3286,16 @@ opengl_renderer::Render_Alpha( TAnimModel *Instance ) {
|| ( distancesquared >= Instance->m_rangesquaredmax ) ) {
return;
}
// crude way to reject early items too far to affect the output (mostly relevant for shadow passes)
auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
if( distancesquared > drawdistancethreshold * drawdistancethreshold ) {
return;
}
// second stage visibility cull, reject modelstoo far away to be noticeable
auto const radiussquared { Instance->radius() * Instance->radius() };
if( radiussquared * Global.ZoomFactor / distancesquared < 0.003 * 0.003 ) {
return;
}
Instance->RaAnimate( m_framestamp ); // jednorazowe przeliczenie animacji
Instance->RaPrepare();