* Add graph that shows how many verts are created every frame.

This commit is contained in:
iProgramInCpp
2024-04-05 08:50:12 +03:00
parent eaae1ac43d
commit 0da5a0322a
3 changed files with 85 additions and 21 deletions

View File

@@ -14,6 +14,8 @@
int dword_2514A4 = 0;
int g_nVertices = 0, g_nTriangles = 0;
Tesselator Tesselator::instance;
Tesselator::Tesselator(int allotedSize)
@@ -33,7 +35,7 @@ Tesselator::Tesselator(int allotedSize)
field_26 = false;
m_bBlockColor = false;
field_28 = false;
field_2C = 0;
m_nVertices = 0;
field_30 = 0;
field_34 = false;
@@ -73,7 +75,7 @@ void Tesselator::clear()
m_accessMode = 2;
field_4 = 0;
field_30 = 0;
field_2C = 0;
m_nVertices = 0;
field_28 = 0;
}
@@ -158,7 +160,7 @@ void Tesselator::draw()
field_3C = 0;
xglBindBuffer(GL_ARRAY_BUFFER, m_pVBOs[field_3C]);
xglBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * field_2C, m_pVertices, m_accessMode == 1 ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
xglBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * m_nVertices, m_pVertices, m_accessMode == 1 ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
if (m_bHaveTex)
{
@@ -211,9 +213,9 @@ RenderChunk Tesselator::end(int vboIdx)
vboIdx = m_pVBOs[field_3C];
xglBindBuffer(GL_ARRAY_BUFFER, vboIdx);
xglBufferData(GL_ARRAY_BUFFER, sizeof (Vertex) * field_2C, m_pVertices, m_accessMode == 1 ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
xglBufferData(GL_ARRAY_BUFFER, sizeof (Vertex) * m_nVertices, m_pVertices, m_accessMode == 1 ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
field_48 += sizeof (Vertex) * field_2C;
field_48 += sizeof (Vertex) * m_nVertices;
}
clear();
@@ -273,13 +275,18 @@ void Tesselator::vertexUV(float x, float y, float z, float u, float v)
void Tesselator::vertex(float x, float y, float z)
{
if (m_nVertices >= m_maxVertices) {
LOG_W("Overwriting the vertex buffer! This chunk/entity won't show up");
clear();
}
field_30++;
if (m_drawArraysMode == GL_QUADS && !(field_30 << 30))
if (m_drawArraysMode == GL_QUADS && (field_30 & 3) == 0)
{
for (int v18 = 3; v18 != 1; v18--)
for (int idx = 3; idx != 1; idx--)
{
// why the hell is it doing this
Vertex *pVert1 = &m_pVertices[field_2C - v18], *pVert2 = &m_pVertices[field_2C];
// duplicate the last 2 added vertices in quad mode
Vertex *pVert1 = &m_pVertices[m_nVertices - idx], *pVert2 = &m_pVertices[m_nVertices];
if (m_bHaveTex)
{
pVert2->m_u = pVert1->m_u;
@@ -296,11 +303,18 @@ void Tesselator::vertex(float x, float y, float z)
pVert2->m_z = pVert1->m_z;
field_4++;
field_2C++;
m_nVertices++;
#ifdef _DEBUG
g_nVertices++;
#endif
if (m_nVertices >= m_maxVertices)
return;
}
}
Vertex* pVert = &m_pVertices[field_2C];
Vertex* pVert = &m_pVertices[m_nVertices];
if (m_bHaveTex)
{
pVert->m_u = m_nextVtxU;
@@ -317,15 +331,7 @@ void Tesselator::vertex(float x, float y, float z)
pVert->m_z = m_offsetZ + z;
field_4++;
field_2C++;
if (!(field_4 & 3) && field_2C >= m_maxVertices - 1)
{
for (int i = 0; i < 3; i++)
LOG_W("Overwriting the vertex buffer! This chunk/entity won't show up");
clear();
}
m_nVertices++;
}
void Tesselator::voidBeginAndEndCalls(bool b)