/*
* Copyright (c) 2009-2012 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.renderer;
import com.jme3.scene.Mesh;
import com.jme3.shader.Shader;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image;
import com.jme3.util.IntMap;
/**
* The statistics class allows tracking of real-time rendering statistics.
* <p>
* The <code>Statistics</code> can be retrieved by using {@link Renderer#getStatistics() }.
*
* @author Kirill Vainer
*/
public class Statistics {
protected boolean enabled = false;
protected int numObjects;
protected int numTriangles;
protected int numVertices;
protected int numShaderSwitches;
protected int numTextureBinds;
protected int numFboSwitches;
protected int numUniformsSet;
protected int memoryShaders;
protected int memoryFrameBuffers;
protected int memoryTextures;
protected IntMap<Void> shadersUsed = new IntMap<Void>();
protected IntMap<Void> texturesUsed = new IntMap<Void>();
protected IntMap<Void> fbosUsed = new IntMap<Void>();
protected int lastShader = -1;
/**
* Returns a list of labels corresponding to each statistic.
*
* @return a list of labels corresponding to each statistic.
*
* @see #getData(int[])
*/
public String[] getLabels(){
return new String[]{ "Vertices",
"Triangles",
"Uniforms",
"Objects",
"Shaders (S)",
"Shaders (F)",
"Shaders (M)",
"Textures (S)",
"Textures (F)",
"Textures (M)",
"FrameBuffers (S)",
"FrameBuffers (F)",
"FrameBuffers (M)" };
}
/**
* Retrieves the statistics data into the given array.
* The array should be as large as the array given in
* {@link #getLabels() }.
*
* @param data The data array to write to
*/
public void getData(int[] data){
data[0] = numVertices;
data[1] = numTriangles;
data[2] = numUniformsSet;
data[3] = numObjects;
data[4] = numShaderSwitches;
data[5] = shadersUsed.size();
data[6] = memoryShaders;
data[7] = numTextureBinds;
data[8] = texturesUsed.size();
data[9] = memoryTextures;
data[10] = numFboSwitches;
data[11] = fbosUsed.size();
data[12] = memoryFrameBuffers;
}
/**
* Called by the Renderer when a mesh has been drawn.
*/
public void onMeshDrawn(Mesh mesh, int lod, int count){
if( !enabled )
return;
numObjects += 1;
numTriangles += mesh.getTriangleCount(lod) * count;
numVertices += mesh.getVertexCount() * count;
}
/**
* Called by the Renderer when a mesh has been drawn.
*/
public void onMeshDrawn(Mesh mesh, int lod){
onMeshDrawn(mesh, lod, 1);
}
/**
* Called by the Renderer when a shader has been utilized.
*
* @param shader The shader that was used
* @param wasSwitched If true, the shader has required a state switch
*/
public void onShaderUse(Shader shader, boolean wasSwitched){
assert shader.getId() >= 1;
if( !enabled )
return;
// Reduces unneccessary hashmap lookups if
// we already considered this shader.
if (lastShader != shader.getId()) {
lastShader = shader.getId();
if (!shadersUsed.containsKey(shader.getId())) {
shadersUsed.put(shader.getId(), null);
}
}
if (wasSwitched)
numShaderSwitches++;
}
/**
* Called by the Renderer when a uniform was set.
*/
public void onUniformSet(){
if( !enabled )
return;
numUniformsSet ++;
}
/**
* Called by the Renderer when a texture has been set.
*
* @param image The image that was set
* @param wasSwitched If true, the texture has required a state switch
*/
public void onTextureUse(Image image, boolean wasSwitched){
assert image.getId() >= 1;
if( !enabled )
return;
if (!texturesUsed.containsKey(image.getId()))
texturesUsed.put(image.getId(), null);
if (wasSwitched)
numTextureBinds ++;
}
/**
* Called by the Renderer when a framebuffer has been set.
*
* @param fb The framebuffer that was set
* @param wasSwitched If true, the framebuffer required a state switch
*/
public void onFrameBufferUse(FrameBuffer fb, boolean wasSwitched){
if( !enabled )
return;
if (fb != null){
assert fb.getId() >= 1;
if (!fbosUsed.containsKey(fb.getId()))
fbosUsed.put(fb.getId(), null);
}
if (wasSwitched)
numFboSwitches ++;
}
/**
* Clears all frame-specific statistics such as objects used per frame.
*/
public void clearFrame(){
shadersUsed.clear();
texturesUsed.clear();
fbosUsed.clear();
numObjects = 0;
numTriangles = 0;
numVertices = 0;
numShaderSwitches = 0;
numTextureBinds = 0;
numFboSwitches = 0;
numUniformsSet = 0;
lastShader = -1;
}
/**
* Called by the Renderer when it creates a new shader
*/
public void onNewShader(){
if( !enabled )
return;
memoryShaders ++;
}
/**
* Called by the Renderer when it creates a new texture
*/
public void onNewTexture(){
if( !enabled )
return;
memoryTextures ++;
}
/**
* Called by the Renderer when it creates a new framebuffer
*/
public void onNewFrameBuffer(){
if( !enabled )
return;
memoryFrameBuffers ++;
}
/**
* Called by the Renderer when it deletes a shader
*/
public void onDeleteShader(){
if( !enabled )
return;
memoryShaders --;
}
/**
* Called by the Renderer when it deletes a texture
*/
public void onDeleteTexture(){
if( !enabled )
return;
memoryTextures --;
}
/**
* Called by the Renderer when it deletes a framebuffer
*/
public void onDeleteFrameBuffer(){
if( !enabled )
return;
memoryFrameBuffers --;
}
/**
* Called when video memory is cleared.
*/
public void clearMemory(){
memoryFrameBuffers = 0;
memoryShaders = 0;
memoryTextures = 0;
}
public void setEnabled( boolean f ) {
this.enabled = f;
}
public boolean isEnabled() {
return enabled;
}
}