[client] opengl: show actual FPS seperate from updates per second (UPS)

This commit is contained in:
Geoffrey McRae 2017-12-19 12:17:50 +11:00
parent 7d307c0a9c
commit 8b25f8a344
2 changed files with 20 additions and 12 deletions

View file

@ -90,6 +90,7 @@ struct LGR_OpenGLBasic
uint64_t lastFrameTime;
uint64_t renderTime;
uint64_t frameCount;
uint64_t renderCount;
SDL_Rect fpsRect;
bool mouseUpdate;
@ -506,8 +507,9 @@ bool lgr_opengl_basic_on_frame_event(void * opaque, const uint8_t * data)
if (this->params.showFPS && this->renderTime > 1e9)
{
char str[128];
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f);
snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS);
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount ) / 1e6f);
const float renderFPS = 1000.0f / (((float)this->renderTime / this->renderCount) / 1e6f);
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
SDL_Color color = {0xff, 0xff, 0xff};
SDL_Surface *textSurface = NULL;
if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
@ -545,9 +547,10 @@ bool lgr_opengl_basic_on_frame_event(void * opaque, const uint8_t * data)
SDL_FreeSurface(textSurface);
this->renderTime = 0;
this->frameCount = 0;
this->fpsTexture = true;
this->renderTime = 0;
this->frameCount = 0;
this->renderCount = 0;
this->fpsTexture = true;
glNewList(this->fpsList, GL_COMPILE);
glEnable(GL_BLEND);
@ -613,6 +616,7 @@ bool lgr_opengl_basic_on_frame_event(void * opaque, const uint8_t * data)
glBindTexture(GL_TEXTURE_2D, 0);
++this->frameCount;
this->frameUpdate = true;
return true;
}
@ -716,10 +720,10 @@ bool lgr_opengl_basic_render(void * opaque)
else
SDL_GL_SwapWindow(this->sdlWindow);
++this->frameCount;
const uint64_t t = nanotime();
this->renderTime += t - this->lastFrameTime;
this->lastFrameTime = t;
++this->renderCount;
this->frameUpdate = false;
this->mouseUpdate = false;

View file

@ -96,6 +96,7 @@ struct LGR_OpenGL
uint64_t lastFrameTime;
uint64_t renderTime;
uint64_t frameCount;
uint64_t renderCount;
SDL_Rect fpsRect;
bool mouseUpdate;
@ -559,8 +560,9 @@ bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data)
if (this->params.showFPS && this->renderTime > 1e9)
{
char str[128];
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f);
snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS);
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount ) / 1e6f);
const float renderFPS = 1000.0f / (((float)this->renderTime / this->renderCount) / 1e6f);
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
SDL_Color color = {0xff, 0xff, 0xff};
SDL_Surface *textSurface = NULL;
if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
@ -598,9 +600,10 @@ bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data)
SDL_FreeSurface(textSurface);
this->renderTime = 0;
this->frameCount = 0;
this->fpsTexture = true;
this->renderTime = 0;
this->frameCount = 0;
this->renderCount = 0;
this->fpsTexture = true;
glNewList(this->fpsList, GL_COMPILE);
glEnable(GL_BLEND);
@ -678,6 +681,7 @@ bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data)
if (++this->texIndex == BUFFER_COUNT)
this->texIndex = 0;
++this->frameCount;
this->frameUpdate = true;
return true;
}
@ -780,10 +784,10 @@ bool lgr_opengl_render(void * opaque)
else
SDL_GL_SwapWindow(this->sdlWindow);
++this->frameCount;
const uint64_t t = nanotime();
this->renderTime += t - this->lastFrameTime;
this->lastFrameTime = t;
++this->renderCount;
this->frameUpdate = false;
this->mouseUpdate = false;