public void UpdateFPS(float dt) { //var fps = 0.75f * 1 / dt + 0.25f * Timer.GetFPS(); var fps = FPSCounter.GetFPS(); UpdateGraph(fps, (Mathf.Floor(fps * 10) / 10).ToString("00.0"), dt); }
/* * * // public void UpdateMem(float dt) * // { * // var fps = 0.75f * 1 / dt + 0.25f * Timer.GetFPS(); * // UpdateGraph(graph, mem, "Memory (KB): " .. math.floor(mem*10)/10, dt) * // } * * */ public void DrawGraph() { Graphics.SetColor(0, 0, 0, 0.6f); Graphics.Rectangle(DrawMode.Fill, m_rect); Graphics.SetColor(Color.White); // loop through all of the graphs var maxVal = m_vals.Max(); var minVal = 0; var lastValue = m_vals.Peek(); float stepX = m_rect.width / m_vals.Count; int index = 0; Vector2 lastPoint = new Vector2(m_rect.Left, m_rect.Bottom - m_rect.height * (lastValue / (maxVal - minVal))); foreach (var v in m_vals) { Vector2 currentPoint = new Vector2(index * stepX + m_rect.x, m_rect.Bottom - m_rect.height * (v / (maxVal - minVal))); Graphics.Line(lastPoint, currentPoint); lastValue = v; index++; lastPoint = currentPoint; } Graphics.SetFont(FPSGraph_FONT); Graphics.Print("MAX:" + maxVal.ToString("00.0") + "\nFPS:" + FPSCounter.GetFPS(), m_rect.x, m_rect.Top); }
private void BackgroundWorkerRunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e) { if (e.Cancelled == true) { Debug.WriteLine("RunWorkerCompleted: {1}", "", "Canceled!"); } else if (e.Error != null) { Debug.WriteLine("RunWorkerCompleted: {1}", "", "Error: " + e.Error.Message); } else { ClientType client = (ClientType)e.Result; client.DoFinish(); System.Windows.Controls.Image previewCaptureImage = (System.Windows.Controls.Image)RootElement.FindName("previewCaptureImage"); System.Windows.Media.Imaging.BitmapSource bs = client.GetRenderTargetBitmapSource(); // bs.Freeze(); previewCaptureImage.Source = bs; System.Windows.Controls.TextBlock CapturePerSecond = (System.Windows.Controls.TextBlock)RootElement.FindName("CapturePerSecond"); CapturePerSecond.Text = "FPS: " + client.FPS.ToString(); System.Windows.Controls.TextBlock UIRedrawsPerSecond = (System.Windows.Controls.TextBlock)RootElement.FindName("UIRedrawsPerSecond"); UIRedrawsPerSecond.Text = "DPS: " + drawCounter.GetFPS().ToString(); GC.Collect(); drawCounter.IncreaseFrame(); } }
public override void Update(float dt) { // Update the state with the delta time, apply it, and update the world transforms. var state = list[activeSkeleton].state; var skeleton = list[activeSkeleton].skeleton; state.Update(dt); state.Apply(skeleton); skeleton.UpdateWorldTransform(); //// vertex effect //skeletonRenderer.VertexEffect = swirl; //if (skeletonRenderer.VertexEffect != null) //{ // swirlTime = swirlTime + dt; // var percent = swirlTime % 2; // if (percent > 1) percent = 1 - (percent - 1); // swirl.Angle = InterpolationApply(InterpolationPow2, -60f, 60f, percent); //} Window.SetTitle("fps : " + FPSCounter.GetFPS() + " draw-call : " + skeletonRenderer.DrawCallCount); }
public int GetLastFPS() { return(fpsCounter.GetFPS()); }
void Update() { float deltaTime = (unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime) * timescale; if (hitDelta.sqrMagnitude > 0) { hitDelta = Vector2.Lerp(hitDelta, Vector2.zero, FixedLerp.Fix(hitQuitSpeed, FPSCounter.GetFPS() / timescale)); } float targetStrength = GetTargetStrength(); float targetSpeed = targetStrength > 0 ? speed : 0; if (quitDuration <= 0) { currentSpeed = targetSpeed; currentStrength = targetStrength; } else { float speedMoveSpeed = (speed / quitDuration) * deltaTime; float strengthMoveSpeed = float.PositiveInfinity; float deltaSpeed = Math.Abs(targetSpeed - currentSpeed); if (deltaSpeed > 0) { strengthMoveSpeed = (Mathf.Abs(currentStrength - targetStrength) / //Quantite restante (deltaSpeed / speedMoveSpeed)); //Nombre de frame restante } currentStrength = Mathf.MoveTowards(currentStrength, targetStrength, strengthMoveSpeed); currentSpeed = Mathf.MoveTowards(currentSpeed, targetSpeed, speedMoveSpeed); } if (currentStrength > 0) { float height = (Mathf.PerlinNoise(time, 0) * 2 - 1) * currentStrength; float width = (Mathf.PerlinNoise(0, time) * 2 - 1) * currentStrength; shakeDelta = new Vector2(height, width); } else { shakeDelta = Vector2.zero; } if (smoothFactor > 1) { realSmoothedDelta = Vector2.Lerp(realSmoothedDelta, hitDelta + shakeDelta, FixedLerp.Fix(1 / smoothFactor, FPSCounter.GetFPS() / timescale)); } else { realSmoothedDelta = hitDelta + shakeDelta; } time += deltaTime * currentSpeed; UpdateTimedShakers(deltaTime); }