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FpsDisplay.cs
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140 lines (118 loc) · 4.23 KB
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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using UnityEngine;
using UnityEngine.UI;
namespace HoloToolkit.Unity
{
/// <summary>
/// Simple Behaviour which calculates the average frames per second over a number of frames and shows the FPS in a referenced Text control.
/// </summary>
public class FpsDisplay : MonoBehaviour
{
/// <summary>
/// Reference to TextMesh component where the FPS should be displayed.
/// </summary>
[Tooltip("Reference to TextMesh component where the FPS should be displayed.")]
[SerializeField]
private TextMesh textMesh;
/// <summary>
/// Reference to uGUI text component where the FPS should be displayed.
/// </summary>
[Tooltip("Reference to uGUI text component where the FPS should be displayed.")]
[SerializeField]
private Text uGUIText;
/// <summary>
/// How many frames should we consider into our average calculation?
/// </summary>
[Tooltip("How many frames should we consider into our average calculation?")]
[SerializeField]
[Range(1, 300)]
private int frameRange = 60;
private int averageFps;
private int[] fpsBuffer;
private int fpsBufferIndex;
private static readonly string[] StringsFrom00To99 =
{
"00", "01", "02", "03", "04", "05", "06", "07", "08", "09",
"10", "11", "12", "13", "14", "15", "16", "17", "18", "19",
"20", "21", "22", "23", "24", "25", "26", "27", "28", "29",
"30", "31", "32", "33", "34", "35", "36", "37", "38", "39",
"40", "41", "42", "43", "44", "45", "46", "47", "48", "49",
"50", "51", "52", "53", "54", "55", "56", "57", "58", "59",
"60", "61", "62", "63", "64", "65", "66", "67", "68", "69",
"70", "71", "72", "73", "74", "75", "76", "77", "78", "79",
"80", "81", "82", "83", "84", "85", "86", "87", "88", "89",
"90", "91", "92", "93", "94", "95", "96", "97", "98", "99"
};
private void Start()
{
InitBuffer();
}
private void Update()
{
UpdateFrameBuffer();
CalculateFps();
UpdateTextDisplay(averageFps);
}
/// <summary>
/// Initializes the frame timing buffer and gets attached text components.
/// </summary>
private void InitBuffer()
{
if (textMesh == null)
{
textMesh = GetComponent<TextMesh>();
}
if (uGUIText == null)
{
uGUIText = GetComponent<Text>();
}
if (frameRange <= 0)
{
frameRange = 1;
}
fpsBuffer = new int[frameRange];
fpsBufferIndex = 0;
}
/// <summary>
/// Updates the available text components to display the calculated frame rate.
/// </summary>
/// <param name="fps">The currently calculated FPS.</param>
private void UpdateTextDisplay(int fps)
{
string displayString = StringsFrom00To99[Mathf.Clamp(fps, 0, 99)];
if (textMesh != null)
{
textMesh.text = displayString;
}
if (uGUIText != null)
{
uGUIText.text = displayString;
}
}
/// <summary>
/// Updates the contents of the frame timing buffer.
/// </summary>
private void UpdateFrameBuffer()
{
fpsBuffer[fpsBufferIndex++] = (int)(1f / Time.unscaledDeltaTime);
if (fpsBufferIndex >= frameRange)
{
fpsBufferIndex = 0;
}
}
/// <summary>
/// Calculates the frame rate from the frame timing buffer.
/// </summary>
private void CalculateFps()
{
int sum = 0;
for (int i = 0; i < frameRange; i++)
{
int fps = fpsBuffer[i];
sum += fps;
}
averageFps = sum / frameRange;
}
}
}