private void Controller3DDraw(Controller3D c3d, ulong time) { long t1 = hptimer.ElapsedTicks; //TBD // GL.Finish(); // use GL finish to ensure last frame is done - if we are operating above sys tick rate, this will be small time. If we are rendering too much, it will stall long t2 = hptimer.ElapsedTicks; GLMatrixCalcUniformBlock mcb = ((GLMatrixCalcUniformBlock)items.UB("MCUB")); mcb.SetFull(gl3dcontroller.MatrixCalc); // set the matrix unform block to the controller 3d matrix calc. // set up the grid shader size if (gridrenderable != null) { gridrenderable.InstanceCount = gridvertshader.ComputeGridSize(gl3dcontroller.MatrixCalc.EyeDistance, out lastgridwidth); lasteyedistance = gl3dcontroller.MatrixCalc.EyeDistance; gridvertshader.SetUniforms(gl3dcontroller.MatrixCalc.LookAt, lastgridwidth, gridrenderable.InstanceCount); } if (gridbitmapvertshader != null) { float coordfade = lastgridwidth == 10000 ? (0.7f - (c3d.MatrixCalc.EyeDistance / 20000).Clamp(0.0f, 0.7f)) : 0.7f; Color coordscol = Color.FromArgb(coordfade < 0.05 ? 0 : 150, Color.Cyan); gridbitmapvertshader.ComputeUniforms(lastgridwidth, gl3dcontroller.MatrixCalc, gl3dcontroller.PosCamera.CameraDirection, coordscol, Color.Transparent); } if (edsmgalmapregions != null) { edsmgalmapregions.SetY(gl3dcontroller.PosCamera.LookAt.Y); } if (elitemapregions != null) { elitemapregions.SetY(gl3dcontroller.PosCamera.LookAt.Y); } // set the coords fader // set the galaxy volumetric block if (galaxyrenderable != null) { galaxyrenderable.InstanceCount = volumetricblock.Set(gl3dcontroller.MatrixCalc, volumetricboundingbox, gl3dcontroller.MatrixCalc.InPerspectiveMode ? 50.0f : 0); // set up the volumentric uniform //System.Diagnostics.Debug.WriteLine("GI {0}", galaxyrendererable.InstanceCount); galaxyshader.SetDistance(gl3dcontroller.MatrixCalc.InPerspectiveMode ? c3d.MatrixCalc.EyeDistance : -1f); } long t3 = hptimer.ElapsedTicks; if (travelpath != null) { travelpath.Update(time, gl3dcontroller.MatrixCalc.EyeDistance); } if (galmapobjects != null) { galmapobjects.Update(time, gl3dcontroller.MatrixCalc.EyeDistance); } if (galaxystars != null) { galaxystars.Update(time, gl3dcontroller.MatrixCalc.EyeDistance); } if (galaxystars != null && gl3dcontroller.MatrixCalc.EyeDistance < 400) { galaxystars.Request9BoxConditional(gl3dcontroller.PosCamera.LookAt); } long t4 = hptimer.ElapsedTicks; //int[] queryID = new int[2]; //GL.GenQueries(2, queryID); //GL.QueryCounter(queryID[0], QueryCounterTarget.Timestamp); var tmr1 = new GLOperationQueryTimeStamp(); var tmr2 = new GLOperationQueryTimeStamp(); tmr1.Execute(null); rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, verbose: false); tmr2.Execute(null); // GL.QueryCounter(queryID[1], QueryCounterTarget.Timestamp); // GL.Flush(); // ensure everything is in the grapghics pipeline //while (tmr2.IsAvailable() == false) // ; long a = tmr1.GetCounter(); long b = tmr2.GetCounter(); //int done = 0; //while (done == 0) //{ // GL.GetQueryObject(queryID[1], GetQueryObjectParam.QueryResultAvailable, out done); //} //GL.GetQueryObject(queryID[0], GetQueryObjectParam.QueryResult, out long a); //GL.GetQueryObject(queryID[1], GetQueryObjectParam.QueryResult, out long b); //System.Diagnostics.Debug.WriteLine($"timer {a} {b} {b-a}" ); long t5 = hptimer.ElapsedTicks; if (debugbuffer != null) { GLMemoryBarrier.All(); Vector4[] debugout = debugbuffer.ReadVector4s(0, 4); System.Diagnostics.Debug.WriteLine("{0},{1},{2},{3}", debugout[0], debugout[1], debugout[2], debugout[3]); } long t = hptimer.ElapsedMilliseconds; long diff = t - lastms; for (int i = frametimes.Length - 1; i > 0; i--) { frametimes[i] = frametimes[i - 1]; } frametimes[0] = diff; lastms = t; double fps = (1000.0 / diff); if (fpsavg <= 1) { fpsavg = fps; } else { fpsavg = (fpsavg * 0.95) + fps * 0.05; } tmr1.Dispose(); tmr2.Dispose(); if (diff > 0) { // System.Diagnostics.Debug.Write($"Frame {hptimer.ElapsedMilliseconds,6} {diff,3} fps {fpsavg:#.0} frames {frametimes[0],3} {frametimes[1],3} {frametimes[2],3} {frametimes[3],3} {frametimes[4],3} {frametimes[5],3} sec {galaxystars.Sectors,3}"); // System.Diagnostics.Debug.WriteLine($" finish {(t2 - t1) * 1000000 / Stopwatch.Frequency,5} t3 {(t3 - t2) * 1000000 / Stopwatch.Frequency,4} t4 {(t4 - t3) * 1000000 / Stopwatch.Frequency,4} render {(t5 - t4) * 1000000 / Stopwatch.Frequency,5} tot {(t5 - t1) * 1000000 / Stopwatch.Frequency,5}"); } // this.Text = "FPS " + fpsavg.ToString("N0") + " Looking at " + gl3dcontroller.MatrixCalc.TargetPosition + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " dir " + gl3dcontroller.Pos.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance + " Zoom " + gl3dcontroller.Pos.ZoomFactor; }