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jMonkeyEngine is a 3D game engine for adventurous Java developers
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/*
* Copyright (c) 2014 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.app;
import com.jme3.profile.AppProfiler;
import com.jme3.profile.AppStep;
import com.jme3.profile.VpStep;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.util.BufferUtils;
import java.nio.FloatBuffer;
/**
* An AppProfiler implementation that collects two
* per-frame application-wide timings for update versus
* render and uses it to create a bar chart style Mesh.
* The number of frames displayed and the update interval
* can be specified. The chart Mesh is in 'milliseconds'
* and can be scaled up or down as required.
*
* Each column of the chart represents a single frames
* timing. Yellow represents the time it takes to
* perform all non-rendering activities (running enqueued
* tasks, stateManager.update, control.update(), etc) while
* the cyan portion represents the rendering time.
*
* When the end of the chart is reached, the current
* frame cycles back around to the beginning.
*
* @author Paul Speed
*/
public class BasicProfiler implements AppProfiler {
private int size;
private int frameIndex = 0;
private long[] frames;
private long startTime;
private long renderTime;
private long previousFrame;
private long updateInterval = 1000000L; // once a millisecond
private long lastUpdate = 0;
private Mesh mesh;
public BasicProfiler() {
this(1280);
}
public BasicProfiler( int size ) {
setFrameCount(size);
}
/**
* Sets the number of frames to display and track. By default
* this is 1280.
*/
public final void setFrameCount( int size ) {
if( this.size == size ) {
return;
}
this.size = size;
this.frames = new long[size*2];
createMesh();
if( frameIndex >= size ) {
frameIndex = 0;
}
}
public int getFrameCount() {
return size;
}
/**
* Sets the number of nanoseconds to wait before updating the
* mesh. By default this is once a millisecond, ie: 1000000 nanoseconds.
*/
public void setUpdateInterval( long nanos ) {
this.updateInterval = nanos;
}
public long getUpdateInterval() {
return updateInterval;
}
/**
* Returns the mesh that contains the bar chart of tracked frame
* timings.
*/
public Mesh getMesh() {
return mesh;
}
protected final void createMesh() {
if( mesh == null ) {
mesh = new Mesh();
mesh.setMode(Mesh.Mode.Lines);
}
mesh.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(size * 4 * 3));
FloatBuffer cb = BufferUtils.createFloatBuffer(size * 4 * 4);
for( int i = 0; i < size; i++ ) {
// For each index we add 4 colors, one for each line
// endpoint for two layers.
cb.put(0.5f).put(0.5f).put(0).put(1);
cb.put(1).put(1).put(0).put(1);
cb.put(0).put(0.5f).put(0.5f).put(1);
cb.put(0).put(1).put(1).put(1);
}
mesh.setBuffer(Type.Color, 4, cb);
}
protected void updateMesh() {
FloatBuffer pb = (FloatBuffer)mesh.getBuffer(Type.Position).getData();
pb.rewind();
float scale = 1 / 1000000f; // scaled to ms as pixels
for( int i = 0; i < size; i++ ) {
float t1 = frames[i * 2] * scale;
float t2 = frames[i * 2 + 1] * scale;
pb.put(i).put(0).put(0);
pb.put(i).put(t1).put(0);
pb.put(i).put(t1).put(0);
pb.put(i).put(t2).put(0);
}
mesh.setBuffer(Type.Position, 3, pb);
}
@Override
public void appStep( AppStep step ) {
switch(step) {
case BeginFrame:
startTime = System.nanoTime();
break;
case RenderFrame:
renderTime = System.nanoTime();
frames[frameIndex * 2] = renderTime - startTime;
break;
case EndFrame:
long time = System.nanoTime();
frames[frameIndex * 2 + 1] = time - renderTime;
previousFrame = startTime;
frameIndex++;
if( frameIndex >= size ) {
frameIndex = 0;
}
if( startTime - lastUpdate > updateInterval ) {
updateMesh();
lastUpdate = startTime;
}
break;
}
}
@Override
public void vpStep( VpStep step, ViewPort vp, Bucket bucket ) {
}
}
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