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impl. normal vector rendering. working
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2149c82b63
commit
39714d68a8
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@ -51,6 +51,19 @@ void update_timing_stat_end(uint32 stat, const char* function)
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debug_container->perf_stats[stat].old_tick_count = new_tick_count;
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}
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inline
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void update_timing_stat_end_continued(uint32 stat, const char* function)
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{
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uint64 new_tick_count = __rdtsc();
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debug_container->perf_stats[stat].function = function;
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debug_container->perf_stats[stat].delta_tick = debug_container->perf_stats[stat].delta_tick
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+ new_tick_count - debug_container->perf_stats[stat].old_tick_count;
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debug_container->perf_stats[stat].delta_time = debug_container->perf_stats[stat].delta_time
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+ (double) debug_container->perf_stats[stat].delta_tick / (double) debug_container->performance_count_frequency;
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debug_container->perf_stats[stat].old_tick_count = new_tick_count;
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}
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inline
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void reset_counter(int32 id)
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{
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@ -36,12 +36,17 @@ struct TimingStat {
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// These are only needed if we need to delay the overwrite by 1 frame (e.g. ui update)
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void update_timing_stat_start(uint32, const char*);
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void update_timing_stat_end(uint32, const char*);
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void update_timing_stat_end_continued(uint32, const char*);
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#define UPDATE_TIMING_STAT_START(stat) update_timing_stat_start(stat, __func__)
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#define UPDATE_TIMING_STAT_END(stat) update_timing_stat_end(stat, __func__)
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#define UPDATE_TIMING_STAT_CONTINUE(stat) update_timing_stat_start(stat, __func__)
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#define UPDATE_TIMING_STAT_END_CONTINUED(stat) update_timing_stat_end(stat, __func__)
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#else
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#define UPDATE_TIMING_STAT(stat) ((void) 0)
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#define UPDATE_TIMING_STAT_START(stat) ((void) 0)
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#define UPDATE_TIMING_STAT_END(stat) ((void) 0)
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#define UPDATE_TIMING_STAT_CONTINUE(stat) ((void) 0)
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#define UPDATE_TIMING_STAT_END_CONTINUED(stat) ((void) 0)
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#endif
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#endif
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@ -18,6 +18,11 @@ struct Vertex3D {
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v4_f32 color;
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};
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struct Vertex3DNormal {
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v3_f32 position;
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v3_f32 normal;
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};
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struct Vertex3DTextureColor {
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v3_f32 position;
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v2_f32 tex_coord;
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@ -27,12 +32,12 @@ struct Vertex3DTextureColor {
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struct Vertex3DTextureColorIndex {
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v3_f32 position;
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v2_f32 tex_coord;
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uint32 color;
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f32 color;
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};
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struct Vertex3DColorIndex {
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v3_f32 position;
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uint32 color;
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f32 color;
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};
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struct Vertex2D {
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