Dreikblack Posted November 4 Share Posted November 4 Code from https://www.ultraengine.com/learn/Entity_Staticize?lang=cpp Added fps counter to title, disabled VSync, fixed mover include Release mode 2500-2580 fps, hit space to make light static - 1700-1800 fps #include "UltraEngine.h" #include "Components/Motion/Mover.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Plugin for texture loading auto plugin = LoadPlugin("Plugins/FITextureLoader"); //Get display auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_TITLEBAR | WINDOW_CENTER); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create world auto world = CreateWorld(); world->SetAmbientLight(0.1); world->RecordStats(true); //Create camera auto camera = CreateCamera(world); camera->SetClearColor(0.25); camera->SetPosition(0, 2, 0); camera->Move(0, 0, -5); //Build scene auto tunnel = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Underground/tunnel_t.glb"); tunnel->SetRotation(0, 180, 0); tunnel->Staticize(); auto cage = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Underground/fancage.glb"); cage->Staticize(); auto fan = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Underground/fanblades.glb"); fan->SetPosition(0, 2, 0); auto mover = fan->AddComponent<Mover>(); mover->rotationspeed.z = 300; auto light = CreatePointLight(world); light->SetColor(2, 2, 2); light->SetRange(10); light->SetPosition(0, 2, 2); light->SetColor(4.0); //Display text auto orthocam = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); orthocam->SetClearMode(CLEAR_DEPTH); orthocam->SetRenderLayers(128); orthocam->SetPosition(float(framebuffer->size.x) * 0.5, float(framebuffer->size.y) * 0.5f); auto font = LoadFont("Fonts/arial.ttf"); auto text = CreateSprite(world, font, "Shadow polygons: 0", 14.0 * displays[0]->scale); text->SetPosition(2, framebuffer->size.y - 16.0f * displays[0]->scale); text->SetRenderLayers(128); auto text2 = CreateSprite(world, font, "Press space to make the light static.", 14.0 * displays[0]->scale); text2->SetPosition(2, framebuffer->size.y - 16.0f * 2.0f * displays[0]->scale); text2->SetRenderLayers(128); //Main loop while (!window->KeyHit(KEY_ESCAPE) and !window->Closed()) { world->Update(); world->Render(framebuffer, false); window->SetText("FPS: " + String(world->renderstats.framerate)); if (window->KeyHit(KEY_SPACE)) { light->Staticize(); text2->SetHidden(true); } text->SetText("Shadow polygons: " + String(world->renderstats.shadowpolygons)); } return 0; } Quote Link to comment Share on other sites More sharing options...
reepblue Posted November 4 Share Posted November 4 That's the exact opposite what it should be doing! 😭 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted November 4 Share Posted November 4 There are two opposing factors: Static lights don't have to render as much geometry when a shadow is updated, because they store a a shadow map for all the static objects. The static shadow map has to be copied to the dynamic shadow map at the start of the shadow update. In situations where you have a small amount of dynamic geometry and a large amount of static geometry, like a single character walking through a room made up of a lot of polygons, then a static light will perform faster because it only has to render the character to update the shadow. However, that texture copy does incur a cost, and it could be possible in some situations that cost would be greater than the savings you get by skipping the static geometry, even though fewer polygons are being drawn. I don't know if that is the case here. I will test this against 0.9.7 and check to see if they produce the same result. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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