Reverted statistics code for tracking number of lights in the scene. Not counting correctly. Maybe this can be added back in later on.
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@ -34,12 +34,8 @@ package com.jme3.renderer;
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import com.jme3.light.DefaultLightFilter;
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import com.jme3.light.LightFilter;
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import com.jme3.light.LightList;
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import com.jme3.material.Material;
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import com.jme3.material.MaterialDef;
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import com.jme3.material.RenderState;
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import com.jme3.material.Technique;
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import com.jme3.material.TechniqueDef;
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import com.jme3.math.*;
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import com.jme3.material.*;
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import com.jme3.math.Matrix4f;
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import com.jme3.post.SceneProcessor;
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import com.jme3.profile.AppProfiler;
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import com.jme3.profile.AppStep;
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@ -55,6 +51,7 @@ import com.jme3.shader.UniformBindingManager;
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import com.jme3.system.NullRenderer;
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import com.jme3.system.Timer;
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import com.jme3.util.SafeArrayList;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.List;
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@ -534,9 +531,6 @@ public class RenderManager {
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lightList = filteredLightList;
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}
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// Report the number of lights we're about to render to the statistics.
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renderer.getStatistics().onLights(lightList.size());
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//if forcedTechnique we try to force it for render,
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//if it does not exists in the mat def, we check for forcedMaterial and render the geom if not null
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//else the geom is not rendered
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@ -49,7 +49,6 @@ public class Statistics {
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protected boolean enabled = false;
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protected int numObjects;
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protected int numLights;
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protected int numTriangles;
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protected int numVertices;
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protected int numShaderSwitches;
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@ -80,7 +79,6 @@ public class Statistics {
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"Uniforms",
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"Objects",
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"Lights",
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"Shaders (S)",
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"Shaders (F)",
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@ -108,19 +106,18 @@ public class Statistics {
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data[1] = numTriangles;
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data[2] = numUniformsSet;
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data[3] = numObjects;
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data[4] = numLights;
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data[5] = numShaderSwitches;
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data[6] = shadersUsed.size();
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data[7] = memoryShaders;
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data[4] = numShaderSwitches;
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data[5] = shadersUsed.size();
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data[6] = memoryShaders;
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data[8] = numTextureBinds;
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data[9] = texturesUsed.size();
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data[10] = memoryTextures;
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data[7] = numTextureBinds;
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data[8] = texturesUsed.size();
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data[9] = memoryTextures;
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data[11] = numFboSwitches;
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data[12] = fbosUsed.size();
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data[13] = memoryFrameBuffers;
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data[10] = numFboSwitches;
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data[11] = fbosUsed.size();
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data[12] = memoryFrameBuffers;
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}
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/**
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@ -225,7 +222,6 @@ public class Statistics {
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fbosUsed.clear();
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numObjects = 0;
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numLights = 0;
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numTriangles = 0;
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numVertices = 0;
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numShaderSwitches = 0;
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@ -290,19 +286,6 @@ public class Statistics {
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memoryFrameBuffers --;
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}
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/**
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* Called by the RenderManager once filtering has happened.
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*
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* @param lightCount the number of lights which will be passed to the materials for inclusion in rendering.
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*/
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public void onLights(final int lightCount) {
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if (!enabled) {
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return;
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}
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numLights += lightCount;
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}
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/**
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* Called when video memory is cleared.
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*/
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