feat: Add comprehensive profiling system with F3 overlay
Add real-time performance profiling infrastructure to monitor frame times, render performance, and identify bottlenecks. Features: - Profiler.h: ScopedTimer RAII helper for automatic timing measurements - ProfilerOverlay: F3-togglable overlay displaying real-time metrics - Detailed timing breakdowns: grid rendering, entity rendering, FOV, Python callbacks, and animation updates - Per-frame counters: cells rendered, entities rendered, draw calls - Performance color coding: green (<16ms), yellow (<33ms), red (>33ms) - Benchmark suite: static grid and moving entities performance tests Integration: - GameEngine: Integrated profiler overlay with F3 toggle - UIGrid: Added timing instrumentation for grid and entity rendering - Metrics tracked in ProfilingMetrics struct with 60-frame averaging Usage: - Press F3 in-game to toggle profiler overlay - Run benchmarks with tests/benchmark_*.py scripts - ScopedTimer automatically measures code block execution time This addresses issue #104 (Basic profiling/metrics). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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8 changed files with 715 additions and 29 deletions
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@ -3,6 +3,7 @@
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#include "McRFPy_API.h"
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#include "PythonObjectCache.h"
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#include "UIEntity.h"
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#include "Profiler.h"
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#include <algorithm>
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// UIDrawable methods now in UIBase.h
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@ -95,11 +96,14 @@ void UIGrid::update() {}
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void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
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{
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// Profile total grid rendering time
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ScopedTimer gridTimer(Resources::game->metrics.gridRenderTime);
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// Check visibility
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if (!visible) return;
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// TODO: Apply opacity to output sprite
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output.setPosition(box.getPosition() + offset); // output sprite can move; update position when drawing
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// output size can change; update size when drawing
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output.setTextureRect(
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@ -135,11 +139,12 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
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if (y_limit > grid_y) y_limit = grid_y;
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// base layer - bottom color, tile sprite ("ground")
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int cellsRendered = 0;
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for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
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x < x_limit; //x < view_width;
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x < x_limit; //x < view_width;
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x+=1)
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{
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//for (float y = (top_edge >= 0 ? top_edge : 0);
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//for (float y = (top_edge >= 0 ? top_edge : 0);
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for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
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y < y_limit; //y < view_height;
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y+=1)
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@ -163,35 +168,53 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
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sprite = ptex->sprite(gridpoint.tilesprite, pixel_pos, sf::Vector2f(zoom, zoom)); //setSprite(gridpoint.tilesprite);;
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renderTexture.draw(sprite);
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}
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cellsRendered++;
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}
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}
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// Record how many cells were rendered
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Resources::game->metrics.gridCellsRendered += cellsRendered;
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// middle layer - entities
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// disabling entity rendering until I can render their UISprite inside the rendertexture (not directly to window)
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for (auto e : *entities) {
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// Skip out-of-bounds entities for performance
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// Check if entity is within visible bounds (with 1 cell margin for partially visible entities)
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if (e->position.x < left_edge - 1 || e->position.x >= left_edge + width_sq + 1 ||
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e->position.y < top_edge - 1 || e->position.y >= top_edge + height_sq + 1) {
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continue; // Skip this entity as it's not visible
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{
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ScopedTimer entityTimer(Resources::game->metrics.entityRenderTime);
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int entitiesRendered = 0;
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int totalEntities = entities->size();
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for (auto e : *entities) {
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// Skip out-of-bounds entities for performance
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// Check if entity is within visible bounds (with 1 cell margin for partially visible entities)
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if (e->position.x < left_edge - 1 || e->position.x >= left_edge + width_sq + 1 ||
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e->position.y < top_edge - 1 || e->position.y >= top_edge + height_sq + 1) {
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continue; // Skip this entity as it's not visible
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}
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//auto drawent = e->cGrid->indexsprite.drawable();
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auto& drawent = e->sprite;
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//drawent.setScale(zoom, zoom);
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drawent.setScale(sf::Vector2f(zoom, zoom));
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auto pixel_pos = sf::Vector2f(
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(e->position.x*cell_width - left_spritepixels) * zoom,
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(e->position.y*cell_height - top_spritepixels) * zoom );
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//drawent.setPosition(pixel_pos);
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//renderTexture.draw(drawent);
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drawent.render(pixel_pos, renderTexture);
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entitiesRendered++;
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}
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//auto drawent = e->cGrid->indexsprite.drawable();
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auto& drawent = e->sprite;
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//drawent.setScale(zoom, zoom);
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drawent.setScale(sf::Vector2f(zoom, zoom));
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auto pixel_pos = sf::Vector2f(
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(e->position.x*cell_width - left_spritepixels) * zoom,
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(e->position.y*cell_height - top_spritepixels) * zoom );
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//drawent.setPosition(pixel_pos);
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//renderTexture.draw(drawent);
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drawent.render(pixel_pos, renderTexture);
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// Record entity rendering stats
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Resources::game->metrics.entitiesRendered += entitiesRendered;
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Resources::game->metrics.totalEntities += totalEntities;
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}
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// top layer - opacity for discovered / visible status based on perspective
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// Only render visibility overlay if perspective is enabled
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if (perspective_enabled) {
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ScopedTimer fovTimer(Resources::game->metrics.fovOverlayTime);
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auto entity = perspective_entity.lock();
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// Create rectangle for overlays
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