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include/engine/scene3d/scene_profiler.h
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62
include/engine/scene3d/scene_profiler.h
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/* -----------------------------------------------------------------------------
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GSFramework
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Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
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----------------------------------------------------------------------------- */
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#ifndef __NSCENEPROFILER__
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#define __NSCENEPROFILER__
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#include "timing/profiler.h"
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namespace GS {
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namespace S3D { class Scene; }
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/*!
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@short Scene profiler.
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@author Emmanuel Julien (ejulien@owloh.com)
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*/
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struct SceneProfiler : public Profiler
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{
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S3D::Scene &scene;
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public:
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System *update, *process_queues, *update_triggers, *update_item_transformation, *update_skin, *scene_on_update, *items_on_update, *physic_step, *synchronize_physics, *ui_update;
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System *push_to_render, *push_active_list, *push_simple_culling, *push_octree_culling;
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virtual void ResetProfiles();
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SceneProfiler(S3D::Scene &s) : scene(s)
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{
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// Update
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update = DeclareSystem("Update");
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process_queues = DeclareSystem("Process queues", update);
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update_triggers = DeclareSystem("Update triggers", update);
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update_item_transformation = DeclareSystem("Update item transformation", update);
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update_skin = DeclareSystem("Update item skin", update);
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scene_on_update = DeclareSystem("Script scene OnUpdate()", update);
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items_on_update = DeclareSystem("Script items OnUpdate()", update);
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physic_step = DeclareSystem("Physic step", update);
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synchronize_physics = DeclareSystem("Physics synchronization", update);
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ui_update = DeclareSystem("Update UI", update);
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// Push to render
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push_to_render = DeclareSystem("Push to render");
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push_active_list = DeclareSystem("Push active list", push_to_render);
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push_simple_culling = DeclareSystem("Push simple renderable", push_to_render);
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push_octree_culling = DeclareSystem("Push octree renderable", push_to_render);
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}
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};
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} // GS
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#endif // __NSCENEPROFILER__
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