SanAndreasUnity/Assets/Scripts/Utilities/UI/FPSDisplay.cs

114 lines
3 KiB
C#
Raw Normal View History

2020-05-31 17:07:22 +00:00
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
2020-04-25 17:48:35 +00:00
using UnityEngine.UI;
2020-05-31 17:07:22 +00:00
namespace SanAndreasUnity.Utilities {
public class FPSDisplay : MonoBehaviour {
2020-04-25 19:15:59 +00:00
public static FPSDisplay Instance { get; private set; }
2020-04-26 15:03:47 +00:00
private static readonly int s_fpsTextureWidth = 75;
private static readonly int s_fpsTextureHeight = 25;
private float m_fpsMaximum = 60.0f;
2020-04-25 18:35:36 +00:00
private Texture2D m_fpsTexture = null;
private Color[] m_colors = null;
private float[] m_fpsHistory = new float[s_fpsTextureWidth];
private int m_fpsIndex = 0;
2020-05-31 17:07:22 +00:00
2020-04-25 17:48:35 +00:00
public RawImage fpsImage;
public Text fpsText;
2019-08-30 02:38:09 +00:00
public bool updateFPS = true;
2020-04-25 19:15:59 +00:00
2020-05-31 17:07:22 +00:00
void Awake () {
2020-04-25 19:15:59 +00:00
if (null == Instance)
Instance = this;
2020-04-25 18:35:36 +00:00
m_fpsTexture = new Texture2D(s_fpsTextureWidth, s_fpsTextureHeight, TextureFormat.RGBA32, false, true);
2020-05-31 17:07:22 +00:00
2020-04-25 18:35:36 +00:00
m_colors = new Color[m_fpsTexture.width * m_fpsTexture.height];
2020-04-25 18:35:36 +00:00
this.fpsImage.texture = this.m_fpsTexture;
2020-05-31 17:07:22 +00:00
}
void Update () {
if (this.updateFPS)
{
UpdateTexture();
2020-04-25 19:20:10 +00:00
UpdateText();
}
2019-08-30 01:38:24 +00:00
}
void UpdateTexture()
2019-08-30 01:38:24 +00:00
{
float fps = 1.0f / Time.unscaledDeltaTime;
2019-08-30 01:38:24 +00:00
UnityEngine.Profiling.Profiler.BeginSample("Reset texture pixels");
2020-04-25 18:35:36 +00:00
int numPixels = m_fpsTexture.width * m_fpsTexture.height;
2019-08-30 02:38:09 +00:00
Color backgroundColor = new Color(0.0f, 0.0f, 0.0f, 0.66f); // Half-transparent background for FPS graph
for (int i = 0; i < numPixels; i++)
2020-04-25 18:35:36 +00:00
m_colors[i] = backgroundColor;
2019-08-30 01:38:24 +00:00
UnityEngine.Profiling.Profiler.EndSample();
UnityEngine.Profiling.Profiler.BeginSample("Set pixels");
2020-04-25 18:35:36 +00:00
m_fpsTexture.SetPixels(m_colors);
2019-08-30 01:38:24 +00:00
UnityEngine.Profiling.Profiler.EndSample();
// Append to history storage
2020-04-25 18:35:36 +00:00
m_fpsHistory[m_fpsIndex] = fps;
2019-08-30 01:38:24 +00:00
2020-04-25 18:35:36 +00:00
int f = m_fpsIndex;
2019-08-30 01:38:24 +00:00
2020-04-25 18:35:36 +00:00
if (fps > m_fpsHistory.Average())
2020-04-26 15:03:47 +00:00
m_fpsMaximum = fps;
2019-08-30 01:38:24 +00:00
// Draw graph into texture
UnityEngine.Profiling.Profiler.BeginSample("Set fps history pixels");
2020-04-25 18:35:36 +00:00
for (int i = m_fpsTexture.width - 1; i >= 0; i--)
2019-08-30 01:38:24 +00:00
{
2020-04-26 15:03:47 +00:00
float graphVal = (m_fpsHistory[f] > m_fpsMaximum) ? m_fpsMaximum : m_fpsHistory[f]; //Clamps
int height = (int)(graphVal * m_fpsTexture.height / (m_fpsMaximum + 0.1f)); //Returns the height of the desired point with a padding of 0.1f units
2019-08-30 01:38:24 +00:00
2020-04-26 15:03:47 +00:00
float p = m_fpsHistory[f] / m_fpsMaximum,
2019-08-30 01:38:24 +00:00
r = Mathf.Lerp(1, 1 - p, p),
g = Mathf.Lerp(p * 2, p, p);
2020-04-25 18:35:36 +00:00
m_fpsTexture.SetPixel(i, height, new Color(r, g, 0));
2019-08-30 01:38:24 +00:00
f--;
if (f < 0)
2020-04-25 18:35:36 +00:00
f = m_fpsHistory.Length - 1;
2019-08-30 01:38:24 +00:00
}
UnityEngine.Profiling.Profiler.EndSample();
// Next entry in rolling history buffer
2020-04-25 18:35:36 +00:00
m_fpsIndex++;
if (m_fpsIndex >= m_fpsHistory.Length)
m_fpsIndex = 0;
2019-08-30 01:38:24 +00:00
UnityEngine.Profiling.Profiler.BeginSample("Apply texture");
2020-04-25 18:35:36 +00:00
m_fpsTexture.Apply(false, false);
2019-08-30 01:38:24 +00:00
UnityEngine.Profiling.Profiler.EndSample();
2020-05-31 17:07:22 +00:00
}
2020-04-25 18:33:22 +00:00
void UpdateText()
{
float fps = 1.0f / Time.unscaledDeltaTime;
2020-04-25 18:33:22 +00:00
string text = string.Format("{0:0.0} fps", fps);
if (this.fpsText.text != text)
this.fpsText.text = text;
}
2020-05-31 17:07:22 +00:00
}
}