예제 #1
0
파일: app-perf.cpp 프로젝트: rlk/thumb
app::perf::perf(SDL_Window *w, int n) : window(w), num(0), tot(0), lim(n), val(0), avg(0)
{
    if (NVPMInit() == NVPM_OK)
    {
        NVPMGetNumCounters(&num);
        NVPMEnumCounters(counter);

        val = new NVPMSampleValue[num];
        avg = new NVPMSampleValue[num];

        memset(val, 0, num * sizeof (NVPMSampleValue));
        memset(avg, 0, num * sizeof (NVPMSampleValue));
    }
}
int main(int argc, char **argv)
{
    OSG::osgInit(argc,argv);
    
    if(argc > 1 && !strcmp(argv[1],"-s"))
    {
        show = false;
        argv++;
        argc--;
    }
    
    if(argc > 1 && !strcmp(argv[1],"-d"))
    {
        debug = true;
        argv++;
        argc--;
    }

    
    if(argc > 1)
    {
        scene = OSG::Node::create();
        OSG::GroupUnrecPtr g = OSG::Group::create();
        
        scene->setCore(g);
        
        for(OSG::UInt16 i = 1; i < argc; ++i)
            scene->addChild(OSG::SceneFileHandler::the()->read(argv[i]));
    }
    else
    {
        scene = OSG::makeTorus(.5, 3, 16, 16);
    }

    // GLUT init
    glutInit(&argc, argv);
    
    glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);

    glutInitWindowSize(1024, 768);
    mainwinid = glutCreateWindow("OpenSG");
    
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    glutIdleFunc(idle);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);

    OSG::GLUTWindowUnrecPtr mainwin=OSG::GLUTWindow::create();
    mainwin->setGlutId(mainwinid);
    mainwin->init();
    
    // create the SimpleSceneManager helper
    mgr = OSG::SimpleSceneManager::create();

    // create the window and initial camera/viewport
    mgr->setWindow(mainwin);
    // tell the manager what to manage
    mgr->setRoot  (scene);

    OSG::commitChanges();

    // show the whole scene
    mgr->showAll();

    mgr->setUseTraversalAction(true);

    tact      = OSG::RenderAction::create();
#ifdef OSG_OLD_RENDER_ACTION
    act       = OSG::RenderAction::create();
#endif
    debugact  = OSG::RenderAction::create();
    tact->setOcclusionCulling(true);


    // Open the debug window
    if(debug)
    {
        OSG::traverse(scene, initMask);

        glutInitWindowSize(800, 400);
        debugwinid = glutCreateWindow("OpenSG Occlusion Debugging");

        glutReshapeFunc(reshape);
        glutDisplayFunc(display);
        glutIdleFunc(display);
        glutKeyboardFunc(keyboard);

        debugwin=OSG::GLUTWindow::create();
        debugwin->setGlutId(debugwinid);
        debugwin->init();       
        
        OSG::ViewportUnrecPtr vp = mainwin->getPort(0);
        
        OSG::ViewportUnrecPtr newvp = OSG::Viewport::create();        
        newvp->setLeft(0);
        newvp->setRight(0.5);
        newvp->setBottom(0);
        newvp->setTop(1);
        newvp->setRoot(vp->getRoot());
        newvp->setCamera(vp->getCamera());
        newvp->setBackground(vp->getBackground());
        newvp->setTravMask(0x1);
        debugwin->addPort(newvp);
        
        newvp = OSG::Viewport::create();        
        newvp->setLeft(0.5);
        newvp->setRight(1);
        newvp->setBottom(0);
        newvp->setTop(1);
        newvp->setRoot(vp->getRoot());
        newvp->setCamera(vp->getCamera());
        newvp->setBackground(vp->getBackground());
        newvp->setTravMask(0x2);
        debugwin->addPort(newvp);
        
        tact->setOcclusionCullingDebug(true);
        tact->setOcclusionDebugMasks(0x1, 0x2, 0x4);
    }

    // add the statistics forground
    
    statfg = OSG::SimpleStatisticsForeground::create();
    
    statfg->setSize(25);
    statfg->setColor(OSG::Color4f(0,1,0,0.7f));

    statfg->addElement(OSG::RenderAction::statDrawTime, 
                       "Draw FPS: %r.3f");
    statfg->addElement(OSG::RenderAction::statNMatrices, 
                       "Matrix Changes: %d");
    statfg->addElement(OSG::RenderAction::statNStates, 
                       "State Changes: %d");
                       
    statfg->addElement(OSG::RenderPartition::statCullTestedNodes, 
                       "Cull-tested Nodes: %d");
    statfg->addElement(OSG::RenderPartition::statCulledNodes, 
                       "Culled Nodes: %d");

    statfg->addElement(OSG::OcclusionCullingTreeBuilder::statNOccNodes, 
                       "Nodes in DrawTree: %d");
    statfg->addElement(OSG::OcclusionCullingTreeBuilder::statNOccTests, 
                       "Occ Tests: %d");
    statfg->addElement(OSG::OcclusionCullingTreeBuilder::statNOccInvisible, 
                       "Invisible Nodes: %d");
    statfg->addElement(OSG::OcclusionCullingTreeBuilder::statNOccSuccessTestPer, 
                       "OCC Success rate: %per%%");
    statfg->addElement(OSG::OcclusionCullingTreeBuilder::statNOccTriangles, 
                       "Triangles culled: %d");
   
    collector = statfg->getCollector();

    tact->setStatCollector(collector);
#ifdef OSG_OLD_RENDER_ACTION
    act ->setStatCollector(collector);
#endif

    mgr->setAction(tact);
#ifdef OSG_OLD_RENDER_ACTION
    mgr->setAction( act);
#endif

    //tact->setOcclusionCullingMinimumFeatureSize(15);
    //tact->setOcclusionCullingVisibilityThreshold(15);
    //tact->setScreenLODCoverageThreshold(0.005);
    
    if(show)
    {
        mainwin->getPort(0)->addForeground(statfg);
    }

#ifdef OSG_WITH_NVPERFSDK
    NVPMRESULT status;

    status = NVPMInit();
    if (status != NVPM_OK) {
        FFATAL(("NVPerfSDK failed to initialize - no GPU data will be available"));
    }
    else
    {
        nvDataProvider->add("gpu_idle");
        nvDataProvider->add("pixel_shader_busy");
        nvDataProvider->add("vertex_shader_busy");
        nvDataProvider->add("shader_waits_for_texture");
        if (!nvDataProvider->add("OGL FPS")) 
            FLOG(("nvDataProvider::add: 'OGL FPS' failed!\n"));
        
        statfg->addElement(GPUIdleStat);
        statfg->addElement(PSBusyStat);
        statfg->addElement(VSBusyStat);
        statfg->addElement(TextureWaitStat);
        statfg->addElement(OGLFPSStat);        
    }
#endif
    
    // GLUT main loop
    glutMainLoop();

    return 0;
}