added pstat calipers to sprite particles

This commit is contained in:
Asad M. Zaman 2007-02-06 00:34:29 +00:00
parent 7732928c0e
commit 49307714d1
6 changed files with 119 additions and 96 deletions

View File

@ -33,9 +33,12 @@
#include "pointParticleRenderer.h"
#include "pointParticleFactory.h"
#include "sphereSurfaceEmitter.h"
#include "pStatTimer.h"
TypeHandle ParticleSystem::_type_handle;
PStatCollector ParticleSystem::_update_collector("App:Particles:Update");
////////////////////////////////////////////////////////////////////
// Function : ParticleSystem
// Access : Public
@ -467,6 +470,8 @@ resize_pool(int size) {
#endif
void ParticleSystem::
update(float dt) {
PStatTimer t1(_update_collector);
int ttl_updates_left = _living_particles;
int current_index = 0, index_counter = 0;
BaseParticle *bp;

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@ -30,9 +30,8 @@
#include "physical.h"
#include "pandaNode.h"
#include "referenceCount.h"
#include "pdeque.h"
#include "pStatTimer.h"
#include "baseParticle.h"
#include "baseParticleRenderer.h"
#include "baseParticleEmitter.h"
@ -186,6 +185,8 @@ private:
static TypeHandle _type_handle;
friend class ParticleSystemManager; // particleSystemManager.h
static PStatCollector _update_collector;
};
#include "particleSystem.I"

View File

@ -22,9 +22,12 @@
#include "pandabase.h"
#include "physicsManager.h"
#include "clockObject.h"
#include "pStatTimer.h"
#include <algorithm>
PStatCollector ParticleSystemManager::_do_particles_collector("App:Particles:Do Particles");
////////////////////////////////////////////////////////////////////
// Function : ParticleSystemManager
// Access : public
@ -74,6 +77,7 @@ remove_particlesystem(ParticleSystem *ps) {
void ParticleSystemManager::
do_particles(float dt) {
// cout << "ParticlesystemManager::doparticles entering." << endl;
PStatTimer t1(_do_particles_collector);
plist< PT(ParticleSystem) >::iterator cur;

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@ -21,8 +21,8 @@
#include "pandabase.h"
#include "plist.h"
#include "particleSystem.h"
#include "pStatCollector.h"
////////////////////////////////////////////////////////////////////
// Class : ParticleSystemManager
@ -55,6 +55,8 @@ private:
int _nth_frame;
int _cur_frame;
static PStatCollector _do_particles_collector;
};
#include "particleSystemManager.I"

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@ -33,6 +33,10 @@
#include "nodePathCollection.h"
#include "indent.h"
#include "config_particlesystem.h"
#include "pStatTimer.h"
PStatCollector SpriteParticleRenderer::_sprite_particle_render("App:Particles:Sprite:Render");
PStatCollector SpriteParticleRenderer::_sprite_particle_process_vertices("App:Particles:Sprite:Render:Process Verts");
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer::SpriteParticleRenderer
@ -557,6 +561,7 @@ kill_particle(int) {
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
PStatTimer t1(_sprite_particle_process_vertices);
// There is no texture data available, exit.
if (_anims.empty()) {
return;
@ -610,6 +615,8 @@ render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
_aabb_max.set(-99999.0f, -99999.0f, -99999.0f);
// run through every filled slot
{
PStatTimer t2(_sprite_particle_process_vertices);
for (i = 0; i < (int)po_vector.size(); i++) {
cur_particle = (BaseParticle *) po_vector[i].p();
@ -723,7 +730,7 @@ render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
break;
}
}
}
int n = 0;
GeomNode *render_node = get_render_node();

View File

@ -33,6 +33,7 @@
#include "textureCollection.h"
#include "nodePathCollection.h"
#include "vector_int.h"
#include "pStatCollector.h"
class NodePath;
@ -267,6 +268,9 @@ private:
vector_int _anim_size; // Holds the number of frames in each animation.
pvector<int*> _ttl_count; // _ttl_count[i][j] holds the number of particles attached to animation 'i' at frame 'j'.
vector_int _birth_list; // Holds the list of particles that need a new random animation to start on.
static PStatCollector _sprite_particle_render;
static PStatCollector _sprite_particle_process_vertices;
};
#include "spriteParticleRenderer.I"