Torque3D/Engine/source/util/fpsTracker.cpp
2012-09-19 11:15:01 -04:00

96 lines
3.2 KiB
C++

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