mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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97 lines
3.3 KiB
C++
97 lines
3.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "util/fpsTracker.h"
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#include "console/console.h"
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#include "console/engineAPI.h"
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FPSTracker gFPS;
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FPSTracker::FPSTracker()
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{
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mUpdateInterval = 0.25f;
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reset();
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}
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void FPSTracker::reset()
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{
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fpsNext = (F32)Platform::getRealMilliseconds()/1000.0f + mUpdateInterval;
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fpsRealLast = 0.0f;
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fpsReal = 0.0f;
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fpsRealMin = 0.000001f; // Avoid division by zero.
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fpsRealMax = 1.0f;
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fpsVirtualLast = 0.0f;
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fpsVirtual = 0.0f;
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fpsFrames = 0;
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}
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void FPSTracker::update()
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{
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const F32 alpha = 0.07f;
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F32 realSeconds = (F32)Platform::getRealMilliseconds()/1000.0f;
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F32 virtualSeconds = (F32)Platform::getVirtualMilliseconds()/1000.0f;
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fpsFrames++;
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if (fpsFrames > 1)
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{
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fpsReal = fpsReal*(1.0-alpha) + (realSeconds-fpsRealLast)*alpha;
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fpsVirtual = fpsVirtual*(1.0-alpha) + (virtualSeconds-fpsVirtualLast)*alpha;
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if( fpsFrames > 10 ) // Wait a few frames before updating these.
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{
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// Update min/max. This is a bit counter-intuitive, as the comparisons are
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// inversed because these are all one-over-x values.
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if( fpsReal > fpsRealMin )
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fpsRealMin = fpsReal;
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if( fpsReal < fpsRealMax )
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fpsRealMax = fpsReal;
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}
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}
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fpsRealLast = realSeconds;
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fpsVirtualLast = virtualSeconds;
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// update variables every few frames
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F32 update = fpsRealLast - fpsNext;
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if (update > 0.5f)
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{
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Con::setVariable( "fps::real", avar( "%4.1f", 1.0f / fpsReal ) );
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Con::setVariable( "fps::realMin", avar( "%4.1f", 1.0f / fpsRealMin ) );
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Con::setVariable( "fps::realMax", avar( "%4.1f", 1.0f / fpsRealMax ) );
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Con::setVariable( "fps::virtual", avar( "%4.1f", 1.0f / fpsVirtual ) );
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if (update > mUpdateInterval)
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fpsNext = fpsRealLast + mUpdateInterval;
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else
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fpsNext += mUpdateInterval;
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}
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}
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DefineConsoleFunction( resetFPSTracker, void, (), , "()"
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"@brief Reset FPS stats (fps::)\n\n"
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"@ingroup Game")
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{
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gFPS.reset();
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}
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