Added more timers to Rendering.
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@@ -23,6 +23,7 @@
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#include "imgui/imgui.h"
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#include "TextPass.h"
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#include "Util/CommonFunctions.h"
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#include "Core/PerformanceTimer.h"
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class Renderer : public IRenderer
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{
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@@ -144,7 +144,7 @@
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</Team>
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</c:Team>
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<c:Transform>
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<Position X="57.7363472" Y="2.38900018" Z="79.5"/>
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<Position X="57.7363472" Y="4.98900032" Z="79.5"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -206,14 +206,16 @@
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</Team>
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</c:Team>
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<c:Transform>
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<Position X="-60.2567062" Y="3.4000001" Z="-78.1000061"/>
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<Position X="-60.2567062" Y="9.40000057" Z="-78.1000061"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:SpawnPoint/>
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<c:Transform/>
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<c:Transform>
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<Position X="0" Y="2.10000014" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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@@ -99,34 +99,48 @@ void Renderer::Draw(RenderFrame& frame)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Clear other buffers
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PerformanceTimer::StartTimer("Renderer-ClearBuffers");
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m_PickingPass->ClearPicking();
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m_DrawFinalPass->ClearBuffer();
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m_DrawBloomPass->ClearBuffer();
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PerformanceTimer::StopTimer("Renderer-ClearBuffers");
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for (auto scene : frame.RenderScenes){
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PerformanceTimer::StartTimer("Renderer-Depth");
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SortRenderJobsByDepth(*scene);
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GLERROR("SortByDepth");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Drawing PickingPass");
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m_PickingPass->Draw(*scene);
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GLERROR("Drawing pickingpass");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
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m_LightCullingPass->GenerateNewFrustum(*scene);
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GLERROR("Generate frustums");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Filling Light List");
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m_LightCullingPass->FillLightList(*scene);
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GLERROR("Filling light list");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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m_DrawFinalPass->Draw(*scene);
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Text");
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m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
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GLERROR("Draw Text");
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PerformanceTimer::StopTimer("Renderer-Draw Text");
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}
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PerformanceTimer::StartTimer("Renderer-Draw Bloom");
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m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
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PerformanceTimer::StopTimer("Renderer-Draw Bloom");
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if (m_DebugTextureToDraw == 0) {
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PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
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}
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PerformanceTimer::StartTimer("Renderer-Misc Debug Draws");
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if (m_DebugTextureToDraw == 1) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
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}
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@@ -145,10 +159,13 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 6) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
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m_ImGuiRenderPass->Draw();
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GLERROR("Imgui draw");
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glfwSwapBuffers(m_Window);
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PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
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}
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PickData Renderer::Pick(glm::vec2 screenCoord)
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