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Java GLProfiler类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中com.badlogic.gdx.graphics.profiling.GLProfiler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20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,您的评价将有助于我们的系统推荐出更棒的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();
	}
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:17,代码来源:ClientDebug.java


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();
  }
}
 
开发者ID:RedTroop,项目名称:Cubes,代码行数:17,代码来源:ClientDebug.java


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;
}
 
开发者ID:mstojcevich,项目名称:Radix,代码行数:24,代码来源:GameRenderer.java


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());
    }
  }

}
 
开发者ID:macbury,项目名称:ForgE,代码行数:24,代码来源:UpdateStatusBar.java


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);
  //
}
 
开发者ID:macbury,项目名称:ForgE,代码行数:24,代码来源:LevelEditorScreen.java


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;
    }
}
 
开发者ID:pedja1,项目名称:SMC-Android,代码行数:27,代码来源:GameScreen.java


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();
	}
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:9,代码来源:ClientDebug.java


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();
  }
}
 
开发者ID:RedTroop,项目名称:Cubes,代码行数:9,代码来源:ClientDebug.java


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();
}
 
开发者ID:macbury,项目名称:ForgE,代码行数:14,代码来源:LevelEditorScreen.java


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();
}
 
开发者ID:macbury,项目名称:ForgE,代码行数:8,代码来源:LevelEditorScreen.java


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);
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:41,代码来源:Benchmark3DTest.java


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();
}
 
开发者ID:pedja1,项目名称:SMC-Android,代码行数:15,代码来源:GameScreen.java


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();
}
 
开发者ID:pedja1,项目名称:SMC-Android,代码行数:15,代码来源:GameScreen.java


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());
	}
}
 
开发者ID:jrenner,项目名称:gdx-proto,代码行数:15,代码来源:Profiler.java


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());
}
 
开发者ID:if1live,项目名称:amatsukaze,代码行数:32,代码来源:BaseGame.java


示例16: dispose

import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
@Override
public void dispose () {
	super.dispose();
	skin.dispose();
	skin = null;
	GLProfiler.disable();
}
 
开发者ID:if1live,项目名称:amatsukaze,代码行数:8,代码来源:BaseGame.java


示例17: dispose

import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
public void dispose() {
  GLProfiler.disable();
  worldRenderer.dispose();
  guiRenderer.dispose();
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:6,代码来源:Renderer.java


示例18: dispose

import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
@Override
public void dispose () {
	super.dispose();
	GLProfiler.disable();
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:6,代码来源:Benchmark3DTest.java


示例19: render

import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
@Override
public void render(float delta)
{
    Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    //physics
    updateObjects(delta);
    //physics end

    moveCamera(cam, gameState == GAME_STATE.GAME_EDIT_MODE ? cameraEditModeTranslate : world.maryo.position, gameState == GAME_STATE.GAME_EDIT_MODE || (gameState != GAME_STATE.GAME_RUNNING && gameState != GAME_STATE.PLAYER_UPDATING && gameState != GAME_STATE.PLAYER_DEAD));
    drawBackground();
    spriteBatch.setProjectionMatrix(cam.combined);
    spriteBatch.begin();
    drawObjects();
    killPointsTextHandler.render(spriteBatch, delta);

    if(globalEffect != null)
    {
        globalEffect.setPosition(cam.position.x - Constants.CAMERA_WIDTH * 0.5f, cam.position.y + 0.5f * Constants.CAMERA_HEIGHT);
        globalEffect.draw(spriteBatch);

        if (gameState == GAME_STATE.GAME_RUNNING) globalEffect.update(delta);
    }

    spriteBatch.end();

    spriteBatch.setProjectionMatrix(guiCam.combined);
    spriteBatch.begin();
    if (debug) drawDebugText();
    spriteBatch.end();
    if (debug) drawDebug();

    hud.render(gameState, delta);

    if (gameState == GAME_STATE.GAME_OVER)
    {
        handleGameOver();
    }

    if (gameState == GAME_STATE.GAME_LEVEL_END)
    {
        handleLevelEnded(delta);
    }

    exitDialog.render(spriteBatch);

    //cleanup
    for (int i = 0; i < world.trashObjects.size; i++)
    {
         world.level.gameObjects.remove(world.trashObjects.get(i));
    }
    world.trashObjects.clear();

    //debug
    if (gameState == GAME_STATE.GAME_EDIT_MODE)
    {
        if (Gdx.input.isKeyPressed(Input.Keys.RIGHT))
        {
            cameraEditModeTranslate.x += 0.2f;
        }
        else if (Gdx.input.isKeyPressed(Input.Keys.LEFT))
        {
            cameraEditModeTranslate.x -= 0.2f;
        }
        if (Gdx.input.isKeyPressed(Input.Keys.UP))
        {
            cameraEditModeTranslate.y += 0.2f;
        }
        else if (Gdx.input.isKeyPressed(Input.Keys.DOWN))
        {
            cameraEditModeTranslate.y -= 0.2f;
        }
    }
    if (debug) GLProfiler.reset();
}
 
开发者ID:pedja1,项目名称:SMC-Android,代码行数:77,代码来源:GameScreen.java


示例20: enable

import com.badlogic.gdx.graphics.profiling.GLProfiler; //导入依赖的package包/类
public static void enable() {
	instance = new Profiler();
	GLProfiler.enable();
}
 
开发者ID:jrenner,项目名称:gdx-proto,代码行数:5,代码来源:Profiler.java



注:本文中的com.badlogic.gdx.graphics.profiling.GLProfiler类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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