mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
129 lines
3.7 KiB
C#
129 lines
3.7 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System.Linq;
|
|
|
|
namespace SanAndreasUnity.Utilities {
|
|
|
|
public class FPSDisplay : MonoBehaviour {
|
|
|
|
private static int fpsTextureWidth = 75;
|
|
private static int fpsTextureHeight = 25;
|
|
private static float fpsMaximum = 60.0f;
|
|
/*private static float fpsGreen = 50.0f;
|
|
private static float fpsRed = 23.0f;*/
|
|
private float fpsDeltaTime = 0.0f;
|
|
private Texture2D fpsTexture = null;
|
|
private Color[] colors = null;
|
|
private float[] fpsHistory = new float[fpsTextureWidth];
|
|
private int fpsIndex = 0;
|
|
|
|
private static bool _showFPS = true;
|
|
|
|
GUIStyle labelStyle = null;
|
|
|
|
|
|
|
|
void Awake () {
|
|
|
|
fpsTexture = new Texture2D(fpsTextureWidth, fpsTextureHeight, TextureFormat.RGBA32, false, true);
|
|
|
|
colors = new Color[fpsTexture.width * fpsTexture.height];
|
|
|
|
}
|
|
|
|
void Update () {
|
|
|
|
// FPS counting
|
|
fpsDeltaTime += (Time.unscaledDeltaTime - fpsDeltaTime) * 0.1f;
|
|
|
|
if (Input.GetKeyDown(KeyCode.F10))
|
|
_showFPS = !_showFPS;
|
|
|
|
if (_showFPS)
|
|
UpdateTexture(1.0f / fpsDeltaTime);
|
|
|
|
}
|
|
|
|
void UpdateTexture(float fps)
|
|
{
|
|
|
|
UnityEngine.Profiling.Profiler.BeginSample("Reset texture pixels");
|
|
int numPixels = fpsTexture.width * fpsTexture.height;
|
|
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++)
|
|
colors[i] = backgroundColor;
|
|
UnityEngine.Profiling.Profiler.EndSample();
|
|
|
|
UnityEngine.Profiling.Profiler.BeginSample("Set pixels");
|
|
fpsTexture.SetPixels(colors);
|
|
UnityEngine.Profiling.Profiler.EndSample();
|
|
|
|
// Append to history storage
|
|
fpsHistory[fpsIndex] = fps;
|
|
|
|
int f = fpsIndex;
|
|
|
|
if (fps > fpsHistory.Average())
|
|
fpsMaximum = fps;
|
|
|
|
// Draw graph into texture
|
|
UnityEngine.Profiling.Profiler.BeginSample("Set fps history pixels");
|
|
for (int i = fpsTexture.width - 1; i >= 0; i--)
|
|
{
|
|
float graphVal = (fpsHistory[f] > fpsMaximum) ? fpsMaximum : fpsHistory[f]; //Clamps
|
|
int height = (int)(graphVal * fpsTexture.height / (fpsMaximum + 0.1f)); //Returns the height of the desired point with a padding of 0.1f units
|
|
|
|
float p = fpsHistory[f] / fpsMaximum,
|
|
r = Mathf.Lerp(1, 1 - p, p),
|
|
g = Mathf.Lerp(p * 2, p, p);
|
|
|
|
fpsTexture.SetPixel(i, height, new Color(r, g, 0));
|
|
f--;
|
|
|
|
if (f < 0)
|
|
f = fpsHistory.Length - 1;
|
|
}
|
|
UnityEngine.Profiling.Profiler.EndSample();
|
|
|
|
// Next entry in rolling history buffer
|
|
fpsIndex++;
|
|
if (fpsIndex >= fpsHistory.Length)
|
|
fpsIndex = 0;
|
|
|
|
UnityEngine.Profiling.Profiler.BeginSample("Apply texture");
|
|
fpsTexture.Apply(false, false);
|
|
UnityEngine.Profiling.Profiler.EndSample();
|
|
|
|
}
|
|
|
|
void OnGUI() {
|
|
|
|
// if (Event.current.type != EventType.Repaint)
|
|
// return;
|
|
|
|
if (null == labelStyle)
|
|
labelStyle = new GUIStyle("label") { alignment = TextAnchor.MiddleLeft };
|
|
|
|
if (_showFPS)
|
|
{
|
|
float msec = fpsDeltaTime * 1000.0f;
|
|
float fps = 1.0f / fpsDeltaTime;
|
|
|
|
// Show FPS counter
|
|
Rect rect = GUIUtils.GetCornerRect(ScreenCorner.BottomRight, 100, 25, new Vector2(15 + fpsTexture.width, 10));
|
|
UnityEngine.Profiling.Profiler.BeginSample("Draw label");
|
|
GUI.Label(rect, string.Format("{0:0.}fps ({1:0.0}ms)", fps, msec), labelStyle);
|
|
UnityEngine.Profiling.Profiler.EndSample();
|
|
|
|
// Show FPS history
|
|
UnityEngine.Profiling.Profiler.BeginSample("Draw texture");
|
|
GUI.DrawTexture(GUIUtils.GetCornerRect(ScreenCorner.BottomRight, fpsTexture.width, fpsTexture.height, new Vector2(5, fpsTexture.height - 15)), fpsTexture);
|
|
UnityEngine.Profiling.Profiler.EndSample();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|