]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
rewrote r_speeds stats code, now uses renderstats global structure rather than indivi...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 23 Oct 2005 06:36:05 +0000 (06:36 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 23 Oct 2005 06:36:05 +0000 (06:36 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5756 d7cf8633-e32d-0410-b094-e92efae38249

cl_particles.c
cl_screen.c
gl_backend.c
gl_rmain.c
gl_rsurf.c
r_light.c
r_shadow.c
r_sprites.c
render.h

index f4c0f7522c0d2e828545bad67786b8ff137d7b49..b9d3efc957e88e5cf2f78abfd4c3d6be6d791e20 100644 (file)
@@ -2086,7 +2086,7 @@ void R_DrawParticles (void)
        {
                if (p->type)
                {
-                       c_particles++;
+                       renderstats.particles++;
                        if (DotProduct(p->org, r_viewforward) >= minparticledist || p->type->orientation == PARTICLE_BEAM)
                        {
                                if (p->type == particletype + pt_decal)
index 19a03bcc245128359915dc8aaf9b7df2dd9e387a..1d5b410f229294ab854996c11d3d470a671d84c6 100644 (file)
@@ -519,43 +519,17 @@ void R_TimeReport_Start(void)
        {
                speedstringcount = 0;
                sprintf(r_speeds_string + strlen(r_speeds_string), "org:'%+8.2f %+8.2f %+8.2f' dir:'%+2.3f %+2.3f %+2.3f'\n", r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], r_viewforward[0], r_viewforward[1], r_viewforward[2]);
-               sprintf(r_speeds_string + strlen(r_speeds_string), "world:%6i faces%6i nodes%6i leafs%6i dlitwalls\n", c_faces, c_nodes, c_leafs, c_light_polys);
-               sprintf(r_speeds_string + strlen(r_speeds_string), "%5i models%5i bmodels%5i sprites%6i particles%4i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
-               sprintf(r_speeds_string + strlen(r_speeds_string), "%6i modeltris%6i meshs%6i meshtris\n", c_alias_polys, c_meshs, c_meshelements / 3);
-               sprintf(r_speeds_string + strlen(r_speeds_string), "bloom %s: %i copies (%i pixels) %i draws (%i pixels)\n", c_bloom ? "active" : "inactive", c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels);
-               sprintf(r_speeds_string + strlen(r_speeds_string), "realtime lighting:%4i lights%4i clears%4i scissored\n", c_rt_lights, c_rt_clears, c_rt_scissored);
-               sprintf(r_speeds_string + strlen(r_speeds_string), "dynamic: %6i shadowmeshes%6i shadowtris%6i lightmeshes%6i lighttris\n", c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris);
-               sprintf(r_speeds_string + strlen(r_speeds_string), "precomputed: %6i shadowmeshes%6i shadowtris\n", c_rtcached_shadowmeshes, c_rtcached_shadowtris);
-
-               c_alias_polys = 0;
-               c_light_polys = 0;
-               c_faces = 0;
-               c_nodes = 0;
-               c_leafs = 0;
-               c_models = 0;
-               c_bmodels = 0;
-               c_sprites = 0;
-               c_particles = 0;
-               c_dlights = 0;
-               c_meshs = 0;
-               c_meshelements = 0;
-               c_rt_lights = 0;
-               c_rt_clears = 0;
-               c_rt_scissored = 0;
-               c_rt_shadowmeshes = 0;
-               c_rt_shadowtris = 0;
-               c_rt_lightmeshes = 0;
-               c_rt_lighttris = 0;
-               c_rtcached_shadowmeshes = 0;
-               c_rtcached_shadowtris = 0;
-               c_bloom = 0;
-               c_bloomcopies = 0;
-               c_bloomcopypixels = 0;
-               c_bloomdraws = 0;
-               c_bloomdrawpixels = 0;
+               sprintf(r_speeds_string + strlen(r_speeds_string), "%5i entities%6i surfaces%6i triangles%5i leafs%5i portals%6i particles\n", renderstats.entities, renderstats.entities_surfaces, renderstats.entities_triangles, renderstats.world_leafs, renderstats.world_portals, renderstats.particles);
+               sprintf(r_speeds_string + strlen(r_speeds_string), "%4i lights%4i clears%4i scissored%7i light%7i shadow%i7 dynamic\n", renderstats.lights, renderstats.lights_clears, renderstats.lights_scissored, renderstats.lights_lighttriangles, renderstats.lights_shadowtriangles, renderstats.lights_dynamicshadowtriangles);
+               if (renderstats.bloom)
+                       sprintf(r_speeds_string + strlen(r_speeds_string), "rendered%6i meshes%8i triangles bloompixels%8i copied%8i drawn\n", renderstats.meshes, renderstats.meshes_elements / 3, renderstats.bloom_copypixels, renderstats.bloom_drawpixels);
+               else
+                       sprintf(r_speeds_string + strlen(r_speeds_string), "rendered%6i meshes%8i triangles\n", renderstats.meshes, renderstats.meshes_elements / 3);
 
                r_timereport_start = Sys_DoubleTime();
        }
+
+       memset(&renderstats, 0, sizeof(renderstats));
 }
 
 void R_TimeReport_End(void)
index 57372862ce74073896f3affd21929106b458be53..ee4c944ee369886eb0b136423abfa24eed15ccb9 100644 (file)
@@ -886,8 +886,8 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
                return;
        }
-       c_meshs++;
-       c_meshelements += numelements;
+       renderstats.meshes++;
+       renderstats.meshes_elements += numelements;
        if (gl_paranoid.integer)
        {
                unsigned int i, j, size;
index 8525e1d2bfdda26afe90c6d98a04aecc3384b7cf..fc65bbc341efe2ea4acddc56bfab3c4009a185e0 100644 (file)
@@ -30,7 +30,7 @@ mplane_t frustum[5];
 
 matrix4x4_t r_identitymatrix;
 
-int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
+renderstats_t renderstats;
 
 // true during envmap command capture
 qboolean envmap;
@@ -650,6 +650,7 @@ void R_DrawModels(void)
                ent = r_refdef.entities[i];
                if (ent->visframe == r_framecount)
                {
+                       renderstats.entities++;
                        if (ent->model && ent->model->Draw != NULL)
                                ent->model->Draw(ent);
                        else
@@ -714,7 +715,7 @@ static void R_BlendView(void)
        {
                int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
                float xoffset, yoffset, r;
-               c_bloom++;
+               renderstats.bloom++;
                // set the (poorly named) screenwidth and screenheight variables to
                // a power of 2 at least as large as the screen, these will define the
                // size of the texture to allocate
@@ -757,8 +758,7 @@ static void R_BlendView(void)
                // copy view into the full resolution screen image texture
                GL_ActiveTexture(0);
                qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
-               c_bloomcopies++;
-               c_bloomcopypixels += r_view_width * r_view_height;
+               renderstats.bloom_copypixels += r_view_width * r_view_height;
                // now scale it down to the bloom size and raise to a power of itself
                // to darken it (this leaves the really bright stuff bright, and
                // everything else becomes very dark)
@@ -767,15 +767,13 @@ static void R_BlendView(void)
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_Color(1, 1, 1, 1);
                R_Mesh_Draw(0, 4, 2, polygonelements);
-               c_bloomdraws++;
-               c_bloomdrawpixels += bloomwidth * bloomheight;
+               renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                // render multiple times with a multiply blendfunc to raise to a power
                GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
                for (x = 1;x < r_bloom_power.integer;x++)
                {
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                }
                // we now have a darkened bloom image in the framebuffer, copy it into
                // the bloom image texture for more processing
@@ -786,8 +784,7 @@ static void R_BlendView(void)
                R_Mesh_State(&m);
                GL_ActiveTexture(0);
                qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
                // blend on at multiple vertical offsets to achieve a vertical blur
                // TODO: do offset blends using GLSL
                range = r_bloom_blur.integer * bloomwidth / 320;
@@ -813,15 +810,13 @@ static void R_BlendView(void)
                                continue;
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
                // copy the vertically blurred bloom view to a texture
                GL_ActiveTexture(0);
                qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
                // blend the vertically blurred image at multiple offsets horizontally
                // to finish the blur effect
                // TODO: do offset blends using GLSL
@@ -848,15 +843,13 @@ static void R_BlendView(void)
                                continue;
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
                // copy the blurred bloom view to a texture
                GL_ActiveTexture(0);
                qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
                // go back to full view area
                qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
                // put the original screen image back in place and blend the bloom
@@ -883,8 +876,7 @@ static void R_BlendView(void)
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_Color(1,1,1,1);
                R_Mesh_Draw(0, 4, 2, polygonelements);
-               c_bloomdraws++;
-               c_bloomdrawpixels += r_view_width * r_view_height;
+               renderstats.bloom_drawpixels += r_view_width * r_view_height;
                // now blend on the bloom texture if multipass
                if (dobloomblend)
                {
@@ -896,8 +888,7 @@ static void R_BlendView(void)
                        GL_BlendFunc(GL_ONE, GL_ONE);
                        GL_Color(1,1,1,1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += r_view_width * r_view_height;
+                       renderstats.bloom_drawpixels += r_view_width * r_view_height;
                }
        }
        if (r_refdef.viewblend[3] >= 0.01f)
@@ -1383,8 +1374,6 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                int s = ent->skinnum;
                if ((unsigned int)s >= (unsigned int)model->numskins)
                        s = 0;
-               if (s >= 1)
-                       c_models++;
                if (model->skinscenes)
                {
                        if (model->skinscenes[s].framecount > 1)
@@ -1753,7 +1742,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        rmeshstate_t m;
        if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
                return;
-       c_faces += texturenumsurfaces;
+       renderstats.entities_surfaces += texturenumsurfaces;
        // FIXME: identify models using a better check than ent->model->brush.shadowmesh
        lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
        GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
@@ -2055,6 +2044,7 @@ extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
 {
        int i, j, f, flagsmask;
+       int counttriangles = 0;
        msurface_t *surface, **surfacechain;
        texture_t *t, *texture;
        model_t *model = ent->model;
@@ -2112,6 +2102,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        R_BuildLightMap(ent, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
+                               counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
                                        R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
@@ -2142,6 +2133,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        R_BuildLightMap(ent, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
+                               counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
                                        R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
@@ -2152,5 +2144,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        }
        if (numsurfacelist)
                R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+       if (!r_showtrispass)
+               renderstats.entities_triangles += counttriangles;
 }
 
index bec9823d0c1ff40253730b34c4ebf4942f5bb971..f6573fb8dad4890b16f81efe93299081ad5449c5 100644 (file)
@@ -421,7 +421,7 @@ void R_WorldVisibility(void)
                        // if leaf is in current pvs and on the screen, mark its surfaces
                        if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                        {
-                               c_leafs++;
+                               renderstats.world_leafs++;
                                r_worldleafvisible[j] = true;
                                if (leaf->numleafsurfaces)
                                        for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
@@ -443,7 +443,7 @@ void R_WorldVisibility(void)
                leafstackpos = 1;
                while (leafstackpos)
                {
-                       c_leafs++;
+                       renderstats.world_leafs++;
                        leaf = leafstack[--leafstackpos];
                        r_worldleafvisible[leaf - model->brush.data_leafs] = true;
                        // mark any surfaces bounding this leaf
@@ -458,8 +458,11 @@ void R_WorldVisibility(void)
                        // and the leaf is visible in the pvs
                        // (the first two checks won't cause as many cache misses as the leaf checks)
                        for (p = leaf->portals;p;p = p->next)
+                       {
+                               renderstats.world_portals++;
                                if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
                                        leafstack[leafstackpos++] = p->past;
+                       }
                }
        }
 
@@ -477,15 +480,14 @@ void R_Q1BSP_DrawSky(entity_render_t *ent)
 
 void R_Q1BSP_Draw(entity_render_t *ent)
 {
-       if (ent->model == NULL)
+       model_t *model = ent->model;
+       if (model == NULL)
                return;
-       c_bmodels++;
        if (r_drawcollisionbrushes.integer < 2)
                R_DrawSurfaces(ent, false);
-       if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
+       if (r_drawcollisionbrushes.integer >= 1 && model->brush.num_brushes)
        {
                int i;
-               model_t *model = ent->model;
                msurface_t *surface;
                q3mbrush_t *brush;
                R_Mesh_Matrix(&ent->matrix);
@@ -764,6 +766,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, float *light
                if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
                        continue;
                surface = model->data_surfaces + surfacelist[surfacelistindex];
+               renderstats.lights_lighttriangles += surface->num_triangles;
                if (tex != surface->texture)
                {
                        if (batchnumsurfaces > 0)
index 66f98b473c44f91354b38718fadd1ede772b1674..13858976871738fbdfa5b56935df868c34eafa39 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -108,7 +108,6 @@ void R_UpdateLights(void)
        }
 
        r_numdlights = 0;
-       c_dlights = 0;
 
        if (!r_dynamic.integer || !cl_dlights)
                return;
@@ -121,7 +120,6 @@ void R_UpdateLights(void)
                        R_RTLight_UpdateFromDLight(&cl_dlights[i].rtlight, &cl_dlights[i], false);
                        // FIXME: use pointer instead of copy
                        r_dlight[r_numdlights++] = cl_dlights[i];
-                       c_dlights++; // count every dlight in use
                }
        }
 }
index 79725fdeafe92220cd46ad97e77900c9fea83051..24a56aa9aa949b7a9253db3053c84bf8988c929f 100644 (file)
@@ -923,6 +923,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        if (maxshadowelements < nummarktris * 24)
                R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
        tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
+       renderstats.lights_dynamicshadowtriangles += tris;
        R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
 }
 
@@ -972,6 +973,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
                return;
        }
+       renderstats.lights_shadowtriangles += numtriangles;
        memset(&m, 0, sizeof(m));
        m.pointer_vertex = vertex3f;
        R_Mesh_State(&m);
@@ -982,15 +984,11 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                R_Mesh_Draw(0, numvertices, numtriangles, element3i);
-               c_rt_shadowmeshes++;
-               c_rt_shadowtris += numtriangles;
                // increment stencil if frontface is behind depthbuffer
                qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
        }
        R_Mesh_Draw(0, numvertices, numtriangles, element3i);
-       c_rt_shadowmeshes++;
-       c_rt_shadowtris += numtriangles;
        GL_LockArrays(0, 0);
 }
 
@@ -1173,7 +1171,7 @@ void R_Shadow_Stage_StencilShadowVolumes(void)
                qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
-       c_rt_clears++;
+       renderstats.lights_clears++;
 }
 
 void R_Shadow_Stage_Lighting(int stenciltest)
@@ -1411,7 +1409,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
        //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
        //qglEnable(GL_SCISSOR_TEST);
-       c_rt_scissored++;
+       renderstats.lights_scissored++;
        return false;
 }
 
@@ -1659,8 +1657,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en
                R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += surface->num_triangles;
                GL_LockArrays(0, 0);
        }
 }
@@ -1843,8 +1839,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -1873,8 +1867,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
                        }
                        GL_LockArrays(0, 0);
                }
@@ -1916,8 +1908,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -1956,8 +1946,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -1974,8 +1962,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -2014,8 +2000,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -2067,8 +2051,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -2115,8 +2097,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -2133,8 +2113,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -2163,8 +2141,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
                        }
                        GL_LockArrays(0, 0);
                }
@@ -2194,8 +2170,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = rsurface_vertex3f;
@@ -2208,11 +2182,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        GL_LockArrays(0, 0);
 
                                        memset(&m, 0, sizeof(m));
@@ -2230,8 +2200,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = rsurface_vertex3f;
@@ -2270,8 +2238,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = rsurface_vertex3f;
@@ -2284,11 +2250,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        GL_LockArrays(0, 0);
 
                                        memset(&m, 0, sizeof(m));
@@ -2325,8 +2287,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = rsurface_vertex3f;
@@ -2339,11 +2299,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        GL_LockArrays(0, 0);
 
                                        memset(&m, 0, sizeof(m));
@@ -2369,8 +2325,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = rsurface_vertex3f;
@@ -2398,8 +2352,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                {
                                        GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                }
                                GL_LockArrays(0, 0);
                        }
@@ -2500,8 +2452,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                        GL_LockArrays(0, 0);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += surface->num_triangles;
                }
        }
 }
@@ -2684,6 +2634,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
                        R_Mesh_Matrix(&ent->matrix);
                        for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                        {
+                               renderstats.lights_shadowtriangles += mesh->numtriangles;
                                R_Mesh_VertexPointer(mesh->vertex3f);
                                GL_LockArrays(0, mesh->numverts);
                                if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
@@ -2692,15 +2643,11 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
                                        qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                                        qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                                        R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       c_rtcached_shadowmeshes++;
-                                       c_rtcached_shadowtris += mesh->numtriangles;
                                        // increment stencil if frontface is behind depthbuffer
                                        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                                        qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                                }
                                R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               c_rtcached_shadowmeshes++;
-                               c_rtcached_shadowtris += mesh->numtriangles;
                                GL_LockArrays(0, 0);
                        }
                }
@@ -2876,7 +2823,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                return;
 
        R_Shadow_Stage_ActiveLight(rtlight);
-       c_rt_lights++;
+       renderstats.lights++;
 
        usestencil = false;
        if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
index ccc9bb0d54d6e631875611b106fc05c6231b9d11..1a19d36c5b9725bcc6c09165f39a2f65fbeb6627 100644 (file)
@@ -148,8 +148,6 @@ void R_Model_Sprite_Draw(entity_render_t *ent)
        if (ent->frameblend[0].frame < 0)
                return;
 
-       c_sprites++;
-
        R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0);
 }
 
index ed658f85c4fd000dacabb3ae3ad2a4fe2fc82680..eb8795cf58e180b12fddab960c7afdb1239d5fbf 100644 (file)
--- a/render.h
+++ b/render.h
@@ -111,7 +111,29 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
 extern int r_framecount;
 extern mplane_t frustum[5];
 
-extern int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
+typedef struct renderstats_s
+{
+       int entities;
+       int entities_surfaces;
+       int entities_triangles;
+       int world_leafs;
+       int world_portals;
+       int particles;
+       int meshes;
+       int meshes_elements;
+       int lights;
+       int lights_clears;
+       int lights_scissored;
+       int lights_lighttriangles;
+       int lights_shadowtriangles;
+       int lights_dynamicshadowtriangles;
+       int bloom;
+       int bloom_copypixels;
+       int bloom_drawpixels;
+}
+renderstats_t;
+
+extern renderstats_t renderstats;
 
 // brightness of world lightmaps and related lighting
 // (often reduced when world rtlights are enabled)