mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 14:30:17 +00:00
113 lines
3 KiB
C#
113 lines
3 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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using UnityEngine.UI;
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namespace SanAndreasUnity.Utilities {
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public class FPSDisplay : MonoBehaviour {
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public static FPSDisplay Instance { get; private set; }
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private static readonly int s_fpsTextureWidth = 75;
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private static readonly int s_fpsTextureHeight = 25;
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private float m_fpsMaximum = 60.0f;
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private Texture2D m_fpsTexture = null;
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private Color[] m_colors = null;
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private float[] m_fpsHistory = new float[s_fpsTextureWidth];
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private int m_fpsIndex = 0;
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public RawImage fpsImage;
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public Text fpsText;
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public bool updateFPS = true;
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void Awake () {
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if (null == Instance)
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Instance = this;
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m_fpsTexture = new Texture2D(s_fpsTextureWidth, s_fpsTextureHeight, TextureFormat.RGBA32, false, true);
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m_colors = new Color[m_fpsTexture.width * m_fpsTexture.height];
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this.fpsImage.texture = this.m_fpsTexture;
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}
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void Update () {
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if (this.updateFPS)
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{
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UpdateTexture();
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UpdateText();
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}
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}
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void UpdateTexture()
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{
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float fps = 1.0f / Time.unscaledDeltaTime;
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UnityEngine.Profiling.Profiler.BeginSample("Reset texture pixels");
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int numPixels = m_fpsTexture.width * m_fpsTexture.height;
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Color backgroundColor = new Color(0.0f, 0.0f, 0.0f, 0.66f); // Half-transparent background for FPS graph
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for (int i = 0; i < numPixels; i++)
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m_colors[i] = backgroundColor;
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UnityEngine.Profiling.Profiler.EndSample();
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UnityEngine.Profiling.Profiler.BeginSample("Set pixels");
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m_fpsTexture.SetPixels(m_colors);
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UnityEngine.Profiling.Profiler.EndSample();
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// Append to history storage
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m_fpsHistory[m_fpsIndex] = fps;
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int f = m_fpsIndex;
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if (fps > m_fpsHistory.Average())
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m_fpsMaximum = fps;
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// Draw graph into texture
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UnityEngine.Profiling.Profiler.BeginSample("Set fps history pixels");
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for (int i = m_fpsTexture.width - 1; i >= 0; i--)
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{
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float graphVal = (m_fpsHistory[f] > m_fpsMaximum) ? m_fpsMaximum : m_fpsHistory[f]; //Clamps
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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
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float p = m_fpsHistory[f] / m_fpsMaximum,
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r = Mathf.Lerp(1, 1 - p, p),
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g = Mathf.Lerp(p * 2, p, p);
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m_fpsTexture.SetPixel(i, height, new Color(r, g, 0));
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f--;
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if (f < 0)
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f = m_fpsHistory.Length - 1;
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}
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UnityEngine.Profiling.Profiler.EndSample();
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// Next entry in rolling history buffer
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m_fpsIndex++;
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if (m_fpsIndex >= m_fpsHistory.Length)
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m_fpsIndex = 0;
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UnityEngine.Profiling.Profiler.BeginSample("Apply texture");
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m_fpsTexture.Apply(false, false);
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UnityEngine.Profiling.Profiler.EndSample();
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}
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void UpdateText()
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{
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float fps = 1.0f / Time.unscaledDeltaTime;
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string text = string.Format("{0:0.0} fps", fps);
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if (this.fpsText.text != text)
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this.fpsText.text = text;
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}
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}
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}
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