//----------------------------------------------------------------------------- // 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" #include "console/engineAPI.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 F32 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) { F32 delta = realSeconds - fpsNext; Con::setVariable( "fps::frameDelta",avar("%g", delta)); 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; } } DefineEngineFunction( resetFPSTracker, void, (), , "()" "@brief Reset FPS stats (fps::)\n\n" "@ingroup Game") { gFPS.reset(); }