Added GL_Draw_Count

This commit is contained in:
OusmBlueNinja 2025-01-03 17:14:25 -06:00
parent 77c834fa82
commit ecb6c4951f
5 changed files with 10 additions and 136 deletions

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@ -63,7 +63,7 @@ $(TARGET): $(OBJ_FILES)
# Pattern rule to compile .cpp files to .o files # Pattern rule to compile .cpp files to .o files
# Note the mkdir on the $(dir $@) ensures subfolders under build/ exist. # Note the mkdir on the $(dir $@) ensures subfolders under build/ exist.
$(BUILD_DIR)/%.o: %.cpp $(BUILD_DIR)/%.o: %.cpp
@mkdir "$(dir $@)" >nul 2>&1 @mkdir "$(dir $@)" >nul 2>&1 | echo Folder exists
@echo Compiling $<... @echo Compiling $<...
$(CXX) $(CXXFLAGS) -c $< -o $@ $(CXX) $(CXXFLAGS) -c $< -o $@

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@ -1,132 +0,0 @@
--
-- This lua makes a Game object bounce a nd spin like a minecraft item.
local GameObjectName = "Gun" -- This is the tag of the game object you want it to modify
--
--
--
local Math = require("math") -- Require the enhanced math module
local Engine = require("engine")
-- Variables to track elapsed time and rotation
local elapsedTime = 0
local rotationSpeed = 90 -- Degrees per second for spinning
local new_rotation = 0
-- Variables for bobbing effect
local initial_position = {x = 0, y = 0, z = 0} -- To store the gun's initial position
local bobAmplitude = 0.1 -- Amplitude of the bobbing (units)
local bobFrequency = 0.5 -- Frequency of the bobbing (oscillations per second)
-- Reference to the Gun GameObject and its Transform component
local gun = nil
local transform = nil
local TAU = Math.constants.TAU
-- Update function called every frame
function OnUpdate(deltaTime)
-- Ensure that the Gun and its Transform component are valid
-- this was made after OnInit was depricated
if not gun then
gun = Engine.GetGameObjectByTag(GameObjectName)
if gun then
transform = gun:GetComponent("Transform")
if transform then
local pos = transform:GetPosition()
initial_position = {x = pos.x, y = pos.y, z = pos.z}
Engine.Log("Gun found and initial position updated.", {1, 1, 1, 1})
else
Engine.Log("Transform component not found on Gun.", {1, 1, 0, 1})
return
end
else
Engine.Log("Gun GameObject still not found.", {1, 1, 0, 1})
return
end
elseif not transform then
transform = gun:GetComponent("Transform")
if transform then
local pos = transform:GetPosition()
initial_position = {x = pos.x, y = pos.y, z = pos.z}
Engine.Log("Transform component found and initial position updated.", {1, 1, 1, 1})
else
Engine.Log("Transform component still not found on Gun.", {1, 1, 0, 1})
return
end
end
-- Increment elapsed time
elapsedTime = elapsedTime + deltaTime
-- === Spinning the Gun ===
-- Update the rotation angle based on rotationSpeed and deltaTime
new_rotation = new_rotation + (deltaTime * rotationSpeed)
-- Keep the rotation angle within 0-360 degrees to prevent overflow
if new_rotation >= 360 then
new_rotation = new_rotation - 360
end
-- Define the new rotation (spinning around the Y-axis)
local rotation = {
x = -180, -- Preserving existing rotation on X-axis
y = new_rotation, -- Updated rotation on Y-axis for spinning
z = 0 -- Preserving existing rotation on Z-axis
}
-- Apply the new rotation to the Transform component
transform:SetRotation(rotation)
-- === Bobbing the Gun Up and Down ===
-- Calculate the bobbing offset using a sine wave
local bobOffset = bobAmplitude * math.sin(TAU * bobFrequency * elapsedTime)
-- Define the new position by adding the bobbing offset to the initial Y position
local new_position = {
x = initial_position.x, -- No change on X-axis
y = initial_position.y + bobOffset, -- Bouncing up and down on Y-axis
z = initial_position.z -- No change on Z-axis
}
-- Apply the new position to the Transform component
transform:SetPosition(new_position)
-- === Optional: Log Current Rotation and Position ===
-- Uncomment the following lines if you wish to log the gun's current rotation and position
-- local current_rotation = transform:GetRotation()
-- Engine.Log(string.format("Gun Rotation: (X: %.2f, Y: %.2f, Z: %.2f)", current_rotation.x, current_rotation.y, current_rotation.z), {1, 1, 1, 1})
-- local current_position = transform:GetPosition()
-- Engine.Log(string.format("Gun Position: (X: %.2f, Y: %.2f, Z: %.2f)", current_position.x, current_position.y, current_position.z), {1, 1, 1, 1})
end

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@ -56,6 +56,7 @@ std::vector<std::shared_ptr<GameObject>> g_GameObjects;
std::shared_ptr<CameraComponent> g_RuntimeCameraObject; std::shared_ptr<CameraComponent> g_RuntimeCameraObject;
int g_GPU_Triangles_drawn_to_screen = 0; int g_GPU_Triangles_drawn_to_screen = 0;
int g_GPU_Draw_Calls = 0;
GameObject *g_SelectedObject; // Pointer to the currently selected object GameObject *g_SelectedObject; // Pointer to the currently selected object
@ -309,7 +310,7 @@ void MyEngine::Run()
} }
// After rendering // After rendering
m_PerformanceWindow->UpdatePerformanceStats(-1, g_GPU_Triangles_drawn_to_screen); m_PerformanceWindow->UpdatePerformanceStats(g_GPU_Draw_Calls, g_GPU_Triangles_drawn_to_screen);
// End frame // End frame
EndFrame(); EndFrame();

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@ -6,6 +6,8 @@
extern int LoadedAssets; extern int LoadedAssets;
extern int g_GPU_Triangles_drawn_to_screen; extern int g_GPU_Triangles_drawn_to_screen;
extern int g_GPU_Draw_Calls;
const char *polygonModeOptions[] = {"Fill", "Wireframe", "Points"}; const char *polygonModeOptions[] = {"Fill", "Wireframe", "Points"};
const int numPolygonModes = sizeof(polygonModeOptions) / sizeof(polygonModeOptions[0]); const int numPolygonModes = sizeof(polygonModeOptions) / sizeof(polygonModeOptions[0]);
@ -47,6 +49,7 @@ void PerformanceWindow::UpdatePerformanceStats(int newCallCount, int newTriangle
m_TriangleCount = newTriangleCount; m_TriangleCount = newTriangleCount;
g_GPU_Triangles_drawn_to_screen = 0; g_GPU_Triangles_drawn_to_screen = 0;
g_GPU_Draw_Calls = 0;
} }
void PerformanceWindow::Show(float fps, float ms) void PerformanceWindow::Show(float fps, float ms)

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@ -32,6 +32,8 @@ extern AssetManager g_AssetManager;
extern std::shared_ptr<CameraComponent> g_RuntimeCameraObject; extern std::shared_ptr<CameraComponent> g_RuntimeCameraObject;
extern int g_GPU_Triangles_drawn_to_screen; extern int g_GPU_Triangles_drawn_to_screen;
extern int g_GPU_Draw_Calls;
bool PlayPauseButton(const char *label, bool *isPlaying, ImVec2 Size) bool PlayPauseButton(const char *label, bool *isPlaying, ImVec2 Size)
{ {
@ -276,7 +278,7 @@ void RenderWindow::RenderSceneToFBO(bool *GameRunning)
model = glm::scale(model, transform->scale); model = glm::scale(model, transform->scale);
// Compute MVP matrix // Compute MVP matrix
glm::mat4 mvp = proj * view * model; glm::mat4 mvp = proj * view * model; // why is this the wrong way?
// Pass MVP and Model matrices to the shader // Pass MVP and Model matrices to the shader
m_ShaderPtr->SetMat4("uMVP", mvp); m_ShaderPtr->SetMat4("uMVP", mvp);
@ -336,6 +338,7 @@ void RenderWindow::RenderSceneToFBO(bool *GameRunning)
// Draw the submesh // Draw the submesh
glBindVertexArray(submesh.vao); glBindVertexArray(submesh.vao);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(submesh.indices.size()), GL_UNSIGNED_INT, nullptr); glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(submesh.indices.size()), GL_UNSIGNED_INT, nullptr);
g_GPU_Draw_Calls += 1;
glBindVertexArray(0); glBindVertexArray(0);
// Reset active texture to default // Reset active texture to default
@ -344,7 +347,6 @@ void RenderWindow::RenderSceneToFBO(bool *GameRunning)
} }
} }
// Cleanup: Unbind the shader program
#if TRANSPERANCY #if TRANSPERANCY
glDisable(GL_BLEND); glDisable(GL_BLEND);