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Unigine::Profiler Class

Header:#include <UnigineProfiler.h>

The Profiler class is used to create counters for the engine Performance Profiler. Allows using counters in your code in the following manner:

Source code (UnigineScript)
Profiler::get()-<begin("my_counter");
// ...code to profile...
Profiler::get()-<end();

Notice
Counters can be nested.

Usage Example

The following example contains different approaches to creating counters:

  • Two counters are added via the setValue() function: one shows the number of dynamic mesh vertices, the other shows the update time. This approach should be used when you need to show, for example, a value of a setting, the number of objects, and so on.
  • Another two counters are added by using the begin()/end() construction. They shows the time spent for mesh grid modifying and the time spent for mesh normal vectors, tangent vectors and a mesh bounding box calculation. This approach should be used when you need to show time spent for executing a part of the code.

AppWorldLogic.h contains declaration of the required variables.

Source code (C++)
#include <UnigineLogic.h>
#include <UnigineStreams.h>
#include <UnigineObjects.h>

class AppWorldLogic : public Unigine::WorldLogic {

public:
	AppWorldLogic();
	virtual ~AppWorldLogic();
	
	virtual int init();
	
	virtual int update();
	virtual int render();
	virtual int flush();
	
	virtual int shutdown();
	virtual int destroy();
	
	virtual int save(const Unigine::StreamPtr &stream);
	virtual int restore(const Unigine::StreamPtr &stream);

private:
	// declare variables
	int size = 128;
	Unigine::ObjectMeshDynamicPtr mesh;
};

In AppWorldLogic.cpp, a dynamic mesh is created and then modified on the engine update. All counters are created on update() too.

Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineProfiler.h>
#include <UnigineEditor.h>
#include <UnigineGame.h>

using namespace Unigine;

int AppWorldLogic::init() {

	// create a dynamic mesh
	mesh = ObjectMeshDynamic::create(ObjectMeshDynamic::DYNAMIC_VERTEX | ObjectMeshDynamic::IMMUTABLE_INDICES);
	// release script ownership
	mesh->release();
	// pass ownership to UnigineEditor
	Editor::get()->addNode(mesh->getNode());
	// set the mesh settings
	mesh->setWorldTransform(Math::translate(Math::Vec3(0.0f, 0.0f, 2.0f)));
	mesh->setMaterial("mesh_base", "*");
	mesh->setProperty("surface_base", "*");

	// create dynamic mesh vertices
	for (int y = 0; y < size; y++) {
		for (int x = 0; x < size; x++)
		{
			mesh->addVertex(Math::vec3(0.0f));
			mesh->addTexCoord(Math::vec4((float)x / size, (float)y / size, 0.0f, 0.0f));
		}
	}
	
	// create dynamic mesh indices
	for (int y = 0; y < size - 1; y++) {
		int offset = size * y;
		for (int x = 0; x < size - 1; x++) {
			mesh->addIndex(offset);
			mesh->addIndex(offset + 1);
			mesh->addIndex(offset + size);
			mesh->addIndex(offset + size);
			mesh->addIndex(offset + 1);
			mesh->addIndex(offset + size + 1);
			offset++;
		}
	}

	return 1;
}

int AppWorldLogic::update() {
	
	// add a counter that shows engine update phase duration
	Profiler::get()->setValue("Update time", "ms", Engine::get()->getUpdateTime(), (float)NULL, Math::vec4(0.0f));

	float time = Game::get()->getTime();
	float isize = 30.0f / size;
	// start the counter that shows the time spent for dymanic mesh grid modifying
	Profiler::get()->begin("Grid", Math::vec4(1.0f));
	for (int y = 0; y < size; y++)
	{
		for (int i = 0; i < size; i++)
		{
			float Y = y * isize - 15.0f;
			float Z = Math::cos(Y + time);
			for (int x = 0; x < size; x++)
			{
				float X = x * isize - 15.0f;
				mesh->setVertex(i++, Math::vec3(X, Y, Z * Math::sin(X + time)));
			}
		}
	}
	// stop the counter
	Profiler::get()->end();
	
	// start the counter that shows the time spent for 
	// dynamic mesh normal vectors, tangent vectors and a mesh bounding box calculation
	Profiler::get()->begin("mesh");
	mesh->updateBounds();
	mesh->updateTangents();
	mesh->flushVertex();
	// stop the counter
	Profiler::get()->end();
	
	// add the counter that shows the number of dynamic mesh vertices
	Profiler::get()->setValue("Num vertices", "", mesh->getNumVertex(),NULL,NULL);
	
	return 1;
}

Profiler Class

Members


Profiler * get()

Returns a pointer to the existing Profiler instance.
Source code (C++)
Profiler::get()->isEnabled();

Return value

A pointer to the Profiler instance.

void setEnabled(int enabled)

Enables or disables the profiler.

Arguments

  • int enabled - 1 to enable the profiler, 0 to disable it.

int isEnabled()

Returns a value indicating if the profiler is enabled.

Return value

1 if the profiler is enabled; otherwise, 0.

void setValue(const char * name, const char * units, int value, int max_value, float * arg5)

Updates settings of the integer counter.
Source code (C++)
// add a counter without a graph
Profiler::get()->setValue("Random value 1", "", rand() % 5, 4, NULL);
// add a counter with a colored graph
Profiler::get()->setValue("Random value 2", "", rand() % 10, 9, Math::vec4(1.0f));

Arguments

  • const char * name - Name of the counter.
  • const char * units - Counter units.
  • int value - Value of the counter.
  • int max_value - Counter maximum value.
  • float * arg5 - Color of the graph. Pass NULL if no graph is required.

void setValue(const char * name, const char * units, float value, float max_value, float * arg5)

Updates settings of the float counter.
Source code (C++)
float rvalue1 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
float rvalue2 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
// add a counter without a graph
Profiler::get()->setValue("Random value 1", "", rvalue1, 1.0f, NULL);
// add a counter with a colored graph
Profiler::get()->setValue("Random value 2", "", 1 + rvalue2, 10.0f, Math::vec4(1.0f));

Arguments

  • const char * name - Name of the counter.
  • const char * units - Counter units.
  • float value - Value of the counter.
  • float max_value - Counter maximum value.
  • float * arg5 - Color of the graph. Pass NULL if no graph is required.

float getValue(const char * name)

Returns a value of the specified counter.

Arguments

  • const char * name - The name of the counter.

Return value

Value of the counter in milliseconds.

void begin(const char * name, const Math::vec4 & color)

Starts a counter with a given name and shows a colored graph (if the show_profiler 2 console variable is set). The counter shows the user how many millisecods have been spent for the operation that is peformed between the begin() and the end() functions.
Source code (C++)
int size = 128;
ObjectMeshDynamicPtr mesh;
// ...
float time = Game::get()->getTime();
float isize = 30.0f / size;
// start the counter that shows the time spent for dymanic mesh grid modifying
Profiler::get()->begin("grid", Math::vec4(1.0f));
for (int y = 0; y < size; y++)
{
	for (int i = 0; i < size; i++)
	{
		float Y = y * isize - 15.0f;
		float Z = Math::cos(Y + time);
		for (int x = 0; x < size; x++)
		{
			float X = x * isize - 15.0f;
			mesh->setVertex(i++, Math::vec3(X, Y, Z * Math::sin(X + time)));
		}
	}
}
// stop the counter
Profiler::get()->end();

Arguments

  • const char * name - Name of the counter.
  • const Math::vec4 & color - Color of the graph.

void begin(const char * name)

Starts a counter with a given name. The counter shows the user how many millisecods have been spent for the operation that is peformed between the begin() and the end() functions.
Source code (C++)
ObjectMeshDynamicPtr mesh;
// ...
// start the counter that shows the time spent for 
// dynamic mesh normal vectors, tangent vectors and a mesh bounding box calculation 
Profiler::get()->begin("mesh");
mesh->updateBounds();
mesh->updateTangents();
mesh->flushVertex();
// stop the counter
Profiler::get()->end();

Arguments

  • const char * name - Name of the counter.

float end()

Stops the last activated counter and returns its value.

Return value

Value of the counter in milliseconds.
Last update: 21.12.2017
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