197 lines
6.1 KiB
C#
197 lines
6.1 KiB
C#
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/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
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* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 15-Dec-17
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* Studio: Tayx
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*
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* Git repo: https://github.com/Tayx94/graphy
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using Tayx.Graphy.Graph;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Tayx.Graphy.Fps
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{
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public class G_FpsGraph : G_Graph
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{
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#region Variables -> Serialized Private
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[SerializeField] private Image m_imageGraph = null;
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[SerializeField] private Shader ShaderFull = null;
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[SerializeField] private Shader ShaderLight = null;
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// This keeps track of whether Init() has run or not
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[SerializeField] private bool m_isInitialized = false;
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#endregion
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#region Variables -> Private
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private GraphyManager m_graphyManager = null;
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private G_FpsMonitor m_fpsMonitor = null;
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private int m_resolution = 150;
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private G_GraphShader m_shaderGraph = null;
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private int[] m_fpsArray;
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private int m_highestFps;
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#endregion
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#region Methods -> Unity Callbacks
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private void Update()
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{
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UpdateGraph();
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}
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#endregion
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#region Methods -> Public
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public void UpdateParameters()
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{
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if (m_shaderGraph == null)
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{
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// TODO: While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
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// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
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return;
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}
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switch (m_graphyManager.GraphyMode)
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{
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case GraphyManager.Mode.FULL:
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m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
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m_shaderGraph.Image.material = new Material(ShaderFull);
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break;
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case GraphyManager.Mode.LIGHT:
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m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
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m_shaderGraph.Image.material = new Material(ShaderLight);
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break;
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}
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m_shaderGraph.InitializeShader();
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m_resolution = m_graphyManager.FpsGraphResolution;
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CreatePoints();
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}
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#endregion
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#region Methods -> Protected Override
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protected override void UpdateGraph()
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{
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// Since we no longer initialize by default OnEnable(),
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// we need to check here, and Init() if needed
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if (!m_isInitialized)
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{
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Init();
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}
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short fps = (short)(1 / Time.unscaledDeltaTime);
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int currentMaxFps = 0;
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for (int i = 0; i <= m_resolution - 1; i++)
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{
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if (i >= m_resolution - 1)
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{
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m_fpsArray[i] = fps;
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}
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else
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{
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m_fpsArray[i] = m_fpsArray[i + 1];
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}
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// Store the highest fps to use as the highest point in the graph
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if (currentMaxFps < m_fpsArray[i])
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{
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currentMaxFps = m_fpsArray[i];
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}
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}
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m_highestFps = m_highestFps < 1 || m_highestFps <= currentMaxFps ? currentMaxFps : m_highestFps - 1;
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m_highestFps = m_highestFps > 0 ? m_highestFps : 1;
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if (m_shaderGraph.ShaderArrayValues == null)
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{
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m_fpsArray = new int[m_resolution];
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m_shaderGraph.ShaderArrayValues = new float[m_resolution];
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}
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for (int i = 0; i <= m_resolution - 1; i++)
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{
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m_shaderGraph.ShaderArrayValues[i] = m_fpsArray[i] / (float) m_highestFps;
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}
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// Update the material values
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m_shaderGraph.UpdatePoints();
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m_shaderGraph.Average = m_fpsMonitor.AverageFPS / m_highestFps;
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m_shaderGraph.UpdateAverage();
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m_shaderGraph.GoodThreshold = (float)m_graphyManager.GoodFPSThreshold / m_highestFps;
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m_shaderGraph.CautionThreshold = (float)m_graphyManager.CautionFPSThreshold / m_highestFps;
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m_shaderGraph.UpdateThresholds();
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}
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protected override void CreatePoints()
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{
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if (m_shaderGraph.ShaderArrayValues == null || m_fpsArray.Length != m_resolution)
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{
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m_fpsArray = new int[m_resolution];
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m_shaderGraph.ShaderArrayValues = new float[m_resolution];
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}
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for (int i = 0; i < m_resolution; i++)
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{
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m_shaderGraph.ShaderArrayValues[i] = 0;
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}
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m_shaderGraph.GoodColor = m_graphyManager.GoodFPSColor;
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m_shaderGraph.CautionColor = m_graphyManager.CautionFPSColor;
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m_shaderGraph.CriticalColor = m_graphyManager.CriticalFPSColor;
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m_shaderGraph.UpdateColors();
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m_shaderGraph.UpdateArray();
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}
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#endregion
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#region Methods -> Private
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private void Init()
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{
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m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
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m_fpsMonitor = GetComponent<G_FpsMonitor>();
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m_shaderGraph = new G_GraphShader
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{
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Image = m_imageGraph
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};
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UpdateParameters();
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m_isInitialized = true;
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}
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#endregion
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}
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}
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