railroader-setons-special-s.../src/Modules/Profiler/ProfilerOverlayGUI.cs
seton 4853015eff Profiler: new unified overlay module; absorb PhysicsOverlayGUI
Add a standalone Profiler module (S3.profiler.json, disabled by default)
that hosts the in-game frame-time overlay previously owned by Physics
Optimizer.  The overlay now adapts to whichever modules are enabled:

- Always shows: render + physics frame-time graph, timing report.
- Physics Optimizer section (if enabled): LOD fast-path and auto-freeze
  quick-toggles with live stats, debug car count line.
- Mesh LOD section (if enabled): total tracked cars, loco/freight split,
  per-LOD-level counts refreshed once per second.

PhysicsOptimizerModule retains only the Harmony patches and
CarDebugVisualizer; ShowOverlay/OverlayOpacity removed from PhysicsSettings.
MeshLodInjector gains GetLodStats() and GetLodLevel() for the overlay.
BBox material shader search now tries URP/Lit before Standard.
/rpf overlay toggle redirected to ProfilerOverlayGUI.Instance.
2026-06-25 19:06:46 -04:00

290 lines
12 KiB
C#

using S3.Modules.MeshLod;
using S3.Modules.PhysicsOptimizer;
using UnityEngine;
namespace S3.Modules.Profiler;
public class ProfilerOverlayGUI : MonoBehaviour
{
public static ProfilerOverlayGUI? Instance { get; private set; }
public bool Visible = true;
public float Opacity = 0.85f;
Rect _windowRect = new(10f, 10f, 420f, 10f);
GUIStyle _blueLabel;
GUIStyle _greenLabel;
GUIStyle _yellowLabel;
GUIStyle _orangeLabel;
GUIStyle _dimLabel;
GUIStyle _fps60Label;
GUIStyle _fps30Label;
GUIStyle _onStyle;
GUIStyle _offStyle;
GUIStyle _windowStyle;
Texture2D _solidTex;
Texture2D _graphTex;
Color32[] _graphPixels;
const int TexW = 300;
const int TexH = 90;
static readonly Color32 ColBg = new(16, 16, 16, 220);
static readonly Color32 Col60 = new(210, 210, 210, 255);
static readonly Color32 Col30 = new(210, 210, 210, 255);
static readonly Color32 ColRender = new(50, 140, 215, 255);
static readonly Color32 ColFrame = new(70, 200, 70, 255);
static readonly Color32 ColTick = new(210, 185, 50, 255);
static readonly Color32 ColPosCars = new(220, 110, 30, 255);
static readonly int WindowId = "S3ProfilerOverlay".GetHashCode();
const float RefFps60Ms = 16.7f;
const float RefFps30Ms = 33.3f;
// Per-second stats cache
string _physLodStr = "";
string _physFreezeStr = "";
string _physDebugStr = "";
string _meshLodStr = "";
int _statsFrame;
void Awake()
{
Instance = this;
_graphTex = new Texture2D(TexW, TexH, TextureFormat.RGBA32, false)
{ filterMode = FilterMode.Point, hideFlags = HideFlags.HideAndDontSave };
_graphPixels = new Color32[TexW * TexH];
_solidTex = new Texture2D(1, 1, TextureFormat.RGBA32, false)
{ hideFlags = HideFlags.HideAndDontSave };
_solidTex.SetPixel(0, 0, Color.white);
_solidTex.Apply();
}
void LateUpdate() => PhysicsTimer.RecordRenderFrame(Time.unscaledDeltaTime * 1000f);
void OnDestroy()
{
if (_graphTex != null) Destroy(_graphTex);
if (_solidTex != null) Destroy(_solidTex);
Instance = null;
}
void OnGUI()
{
if (!Visible) return;
EnsureStyles();
Color prevBg = GUI.backgroundColor;
GUI.backgroundColor = new Color(0.063f, 0.063f, 0.063f, Opacity);
_windowRect = GUILayout.Window(WindowId, _windowRect, DrawWindow,
"Profiler", _windowStyle, GUILayout.MinWidth(420f));
GUI.backgroundColor = prevBg;
}
void DrawWindow(int _)
{
GUI.backgroundColor = Color.white;
// ── Frame-time report ─────────────────────────────────────────────────
GUILayout.Label(PhysicsTimer.GetReport());
Rect graphRect = GUILayoutUtility.GetRect(
GUIContent.none, GUIStyle.none,
GUILayout.Height(TexH), GUILayout.ExpandWidth(true));
if (Event.current.type == EventType.Repaint)
{
UpdateGraphTexture();
GUI.DrawTexture(graphRect, _graphTex, ScaleMode.StretchToFill);
float maxMs = Mathf.Max(PhysicsTimer.GetRingMax(), RefFps30Ms * 1.1f);
GUI.Label(new Rect(graphRect.xMax - 54f, LocalGaugeY(graphRect, maxMs, RefFps60Ms) - 9f, 52f, 18f), "60 fps", _fps60Label);
GUI.Label(new Rect(graphRect.xMax - 54f, LocalGaugeY(graphRect, maxMs, RefFps30Ms) - 9f, 52f, 18f), "30 fps", _fps30Label);
int prev = (PhysicsTimer.RingWrite - 1 + PhysicsTimer.RingSize) % PhysicsTimer.RingSize;
GUI.Label(new Rect(graphRect.x + 4f, graphRect.y + 2f, 340f, 20f),
$"render:{PhysicsTimer.RingRender[prev]:F2}ms phys:{PhysicsTimer.RingFrame[prev]:F2}ms tick:{PhysicsTimer.RingTick[prev]:F2}ms",
_dimLabel);
}
GUILayout.BeginHorizontal();
GUILayout.Label(" ■ Render", _blueLabel);
GUILayout.Label(" ■ FixedUpdate", _greenLabel);
GUILayout.Label(" ■ Tick()", _yellowLabel);
if (PhysicsTimer.HasPosCarsData)
GUILayout.Label(" ■ PosCars", _orangeLabel);
GUILayout.Label($" [{PhysicsTimer.RingSize} frames]", _dimLabel);
GUILayout.EndHorizontal();
// Refresh per-second stats cache
if (Time.frameCount != _statsFrame && Time.frameCount % 60 == 0)
{
_statsFrame = Time.frameCount;
RefreshStats();
}
// ── Physics Optimizer section ─────────────────────────────────────────
if (PhysicsOptimizerModule.Settings.enabled && ProfilerModule.Settings.showPhysicsSection)
{
GUILayout.Space(4f);
GUILayout.BeginHorizontal();
GUILayout.Label("Physics Optimizer", _dimLabel, GUILayout.Width(130f));
if (GUILayout.Button(ConsistLOD.Enabled ? "ON" : "OFF",
ConsistLOD.Enabled ? _onStyle : _offStyle, GUILayout.Width(34f)))
{
ConsistLOD.Enabled = !ConsistLOD.Enabled;
PhysicsOptimizerModule.Settings.OptimizerEnabled = ConsistLOD.Enabled;
PhysicsOptimizerModule.Persist();
}
GUILayout.Label(_physLodStr, _dimLabel);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("Auto Freeze", _dimLabel, GUILayout.Width(130f));
if (GUILayout.Button(ConsistFreezer.AutoFreezeEnabled ? "ON" : "OFF",
ConsistFreezer.AutoFreezeEnabled ? _onStyle : _offStyle, GUILayout.Width(34f)))
{
ConsistFreezer.AutoFreezeEnabled = !ConsistFreezer.AutoFreezeEnabled;
PhysicsOptimizerModule.Settings.AutoFreezeEnabled = ConsistFreezer.AutoFreezeEnabled;
PhysicsOptimizerModule.Persist();
}
GUILayout.Label(_physFreezeStr, _dimLabel);
GUILayout.EndHorizontal();
if (_physDebugStr.Length > 0)
GUILayout.Label(_physDebugStr, _dimLabel);
}
// ── Mesh LOD section ──────────────────────────────────────────────────
if (MeshLodModule.Settings.enabled && ProfilerModule.Settings.showMeshLodSection)
{
GUILayout.Space(4f);
GUILayout.Label(_meshLodStr, _dimLabel);
}
GUI.DragWindow(new Rect(0f, 0f, _windowRect.width, 20f));
}
void RefreshStats()
{
bool physOn = PhysicsOptimizerModule.Settings.enabled;
if (physOn && ConsistLOD.Enabled)
{
int fast = ConsistLOD.LastFastPathCount;
int full = ConsistLOD.LastFullPathCount;
_physLodStr = $"fast:{fast}/{fast + full} full:{full}/{fast + full} dist:{ConsistLOD.DistanceThreshold:F0}m resync:1/{ConsistLOD.ResyncInterval}";
}
else
{
_physLodStr = "";
}
if (physOn)
{
_physFreezeStr = $"stopped:{ConsistFreezer.LastAtRestCars} dist/spd:{ConsistFreezer.LastDistanceCars}";
bool anyDbg = PhysicsOptimizerModule.Settings.DebugHighlightFrozen ||
PhysicsOptimizerModule.Settings.DebugHighlightFastPath ||
PhysicsOptimizerModule.Settings.DebugHighlightFullPath;
_physDebugStr = anyDbg
? $"dbg frozen:{ConsistFreezer.FrozenCars.Count} fast:{ConsistLOD.FastPathCars.Count} full:{ConsistLOD.FullPathCars.Count} tinted:{CarDebugVisualizer.Instance?.TintedCount ?? 0}"
: "";
}
else
{
_physFreezeStr = _physDebugStr = "";
}
if (MeshLodModule.Settings.enabled)
{
var (tot, locos, freight, l0, l1, l2, l3) = MeshLodInjector.GetLodStats();
_meshLodStr = tot == 0
? "Mesh LOD — no cars loaded yet"
: $"Mesh LOD — {tot} tracked ({locos}L / {freight}C) LOD0:{l0} LOD1:{l1} LOD2:{l2} LOD3:{l3}";
}
else
{
_meshLodStr = "";
}
}
// ── Graph rendering ───────────────────────────────────────────────────────
void UpdateGraphTexture()
{
float maxMs = Mathf.Max(PhysicsTimer.GetRingMax(), RefFps30Ms * 1.1f);
int write = PhysicsTimer.RingWrite;
int n = PhysicsTimer.RingSize;
for (int i = 0; i < _graphPixels.Length; i++)
_graphPixels[i] = ColBg;
DrawFilledArea(PhysicsTimer.RingRender, null, n, write, maxMs, ColRender);
DrawFilledArea(PhysicsTimer.RingFrame, PhysicsTimer.RingRender, n, write, maxMs, ColFrame);
DrawFilledArea(PhysicsTimer.RingTick, PhysicsTimer.RingRender, n, write, maxMs, ColTick);
if (PhysicsTimer.HasPosCarsData)
DrawFilledArea(PhysicsTimer.RingPosCars, PhysicsTimer.RingRender, n, write, maxMs, ColPosCars);
DrawHLine(maxMs, RefFps60Ms, Col60);
DrawHLine(maxMs, RefFps30Ms, Col30);
_graphTex.SetPixels32(_graphPixels);
_graphTex.Apply(false);
}
static float LocalGaugeY(Rect r, float maxMs, float ms) =>
r.yMax - Mathf.Clamp01(ms / maxMs) * r.height;
static int MsToRow(float ms, float maxMs) =>
Mathf.Clamp((int)(ms / maxMs * TexH), 0, TexH - 1);
void DrawHLine(float maxMs, float ms, Color32 color)
{
int row = MsToRow(ms, maxMs);
for (int x = 0; x < TexW; x++)
_graphPixels[row * TexW + x] = color;
}
void DrawFilledArea(float[] values, float[]? baselines, int n, int write, float maxMs, Color32 color)
{
for (int x = 0; x < TexW; x++)
{
int si = (write + (int)((float)x / TexW * n)) % n;
float bot = baselines != null ? baselines[si] : 0f;
int rowBot = MsToRow(bot, maxMs);
int rowTop = MsToRow(bot + values[si], maxMs);
int lo = Mathf.Min(rowBot, rowTop);
int hi = Mathf.Max(rowBot, rowTop);
for (int r = lo; r <= hi; r++)
_graphPixels[r * TexW + x] = color;
}
}
void EnsureStyles()
{
if (_blueLabel != null) return;
_blueLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.2f, 0.55f, 0.85f) } };
_greenLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.4f, 1f, 0.4f) } };
_yellowLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(1f, 0.85f, 0.2f) } };
_orangeLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.9f, 0.45f, 0.1f) } };
_dimLabel = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.55f, 0.55f, 0.55f) } };
_fps60Label = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.82f, 0.82f, 0.82f) } };
_fps30Label = new GUIStyle(GUI.skin.label) { normal = { textColor = new Color(0.82f, 0.82f, 0.82f) } };
_onStyle = new GUIStyle(GUI.skin.label)
{
normal = { textColor = new Color(0.4f, 1f, 0.4f) },
hover = { textColor = new Color(0.7f, 1f, 0.7f) },
};
_offStyle = new GUIStyle(GUI.skin.label)
{
normal = { textColor = new Color(1f, 0.35f, 0.3f) },
hover = { textColor = new Color(1f, 0.6f, 0.55f) },
};
_windowStyle = new GUIStyle(GUI.skin.window);
_windowStyle.normal.background = _solidTex;
_windowStyle.onNormal.background = _solidTex;
_windowStyle.focused.background = _solidTex;
_windowStyle.onFocused.background = _solidTex;
}
}