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-rw-r--r--src/game/client/metrics.cc98
1 files changed, 0 insertions, 98 deletions
diff --git a/src/game/client/metrics.cc b/src/game/client/metrics.cc
deleted file mode 100644
index 8b5b7dd..0000000
--- a/src/game/client/metrics.cc
+++ /dev/null
@@ -1,98 +0,0 @@
-#include "client/pch.hh"
-
-#include "client/metrics.hh"
-
-#include "core/version.hh"
-
-#include "shared/coord.hh"
-#include "shared/dimension.hh"
-#include "shared/grounded.hh"
-#include "shared/head.hh"
-#include "shared/transform.hh"
-#include "shared/velocity.hh"
-
-#include "client/camera.hh"
-#include "client/game.hh"
-#include "client/globals.hh"
-#include "client/imdraw_ext.hh"
-#include "client/session.hh"
-
-constexpr static ImGuiWindowFlags WINDOW_FLAGS =
- ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoNav;
-
-static std::basic_string<GLubyte> r_version;
-static std::basic_string<GLubyte> r_renderer;
-
-void metrics::init(void)
-{
- r_version = std::basic_string<GLubyte>(glGetString(GL_VERSION));
- r_renderer = std::basic_string<GLubyte>(glGetString(GL_RENDERER));
-}
-
-void metrics::layout(void)
-{
- if(!session::is_ingame()) {
- // Sanity check; we are checking this
- // in client_game before calling layout
- // on HUD-ish GUI systems but still
- return;
- }
-
- auto draw_list = ImGui::GetForegroundDrawList();
-
- // FIXME: maybe use style colors instead of hardcoding?
- auto text_color = ImGui::GetColorU32(ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
- auto shadow_color = ImGui::GetColorU32(ImVec4(0.1f, 0.1f, 0.1f, 1.0f));
-
- auto position = ImVec2(8.0f, 8.0f);
- auto y_step = 1.5f * globals::font_debug->FontSize;
-
- // Draw version
- auto version_line = std::format("Voxelius {}", project_version_string);
- imdraw_ext::text_shadow(version_line, position, text_color, shadow_color, globals::font_debug, draw_list);
- position.y += 1.5f * y_step;
-
- // Draw client-side window framerate metrics
- auto window_framerate = 1.0f / globals::window_frametime_avg;
- auto window_frametime = 1000.0f * globals::window_frametime_avg;
- auto window_fps_line = std::format("{:.02f} FPS [{:.02f} ms]", window_framerate, window_frametime);
- imdraw_ext::text_shadow(window_fps_line, position, text_color, shadow_color, globals::font_debug, draw_list);
- position.y += y_step;
-
- // Draw world rendering metrics
- auto drawcall_line = std::format("World: {} DC / {} TRI", globals::num_drawcalls, globals::num_triangles);
- imdraw_ext::text_shadow(drawcall_line, position, text_color, shadow_color, globals::font_debug, draw_list);
- position.y += y_step;
-
- // Draw OpenGL version string
- auto r_version_line = std::format("GL_VERSION: {}", reinterpret_cast<const char*>(r_version.c_str()));
- imdraw_ext::text_shadow(r_version_line, position, text_color, shadow_color, globals::font_debug, draw_list);
- position.y += y_step;
-
- // Draw OpenGL renderer string
- auto r_renderer_line = std::format("GL_RENDERER: {}", reinterpret_cast<const char*>(r_renderer.c_str()));
- imdraw_ext::text_shadow(r_renderer_line, position, text_color, shadow_color, globals::font_debug, draw_list);
- position.y += 1.5f * y_step;
-
- const auto& head = globals::dimension->entities.get<HeadComponent>(globals::player);
- const auto& transform = globals::dimension->entities.get<TransformComponent>(globals::player);
- const auto& velocity = globals::dimension->entities.get<VelocityComponent>(globals::player);
-
- // Draw player voxel position
- auto voxel_position = coord::to_voxel(transform.chunk, transform.local);
- auto voxel_line = std::format("voxel: [{} {} {}]", voxel_position.x, voxel_position.y, voxel_position.z);
- imdraw_ext::text_shadow(voxel_line, position, text_color, shadow_color, globals::font_debug, draw_list);
- position.y += y_step;
-
- // Draw player world position
- auto world_line = std::format("world: [{} {} {}] [{:.03f} {:.03f} {:.03f}]", transform.chunk.x, transform.chunk.y, transform.chunk.z,
- transform.local.x, transform.local.y, transform.local.z);
- imdraw_ext::text_shadow(world_line, position, text_color, shadow_color, globals::font_debug, draw_list);
- position.y += y_step;
-
- // Draw player look angles
- auto angles = glm::degrees(transform.angles + head.angles);
- auto angle_line = std::format("angle: [{: .03f} {: .03f} {: .03f}]", angles[0], angles[1], angles[2]);
- imdraw_ext::text_shadow(angle_line, position, text_color, shadow_color, globals::font_debug, draw_list);
- position.y += y_step;
-}