| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798 | //-----------------------------------------------------------------------------// 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();}
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