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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/PxToolkit/src/PxTkFPS.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/PxToolkit/src/PxTkFPS.cpp')
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#include "PxTkFPS.h"
+
+using namespace PxToolkit;
+
+FPS::FPS()
+{
+ mFrames = 0;
+ mFrames2 = 0;
+ mFPS = 0.0f;
+ mInstantFPS = 0.0f;
+}
+
+FPS::~FPS()
+{
+}
+
+void FPS::update()
+{
+ // Keep track of the time lapse and frame count
+ mFrames++;
+ mFrames2++;
+
+ // Instant frame rate
+ PxReal Delta = PxReal(mTimer2.peekElapsedSeconds());
+ if(Delta > 0.01f)
+ {
+ mInstantFPS = PxReal(mFrames2) / Delta;
+ mTimer2.getElapsedSeconds();
+ mFrames2 = 0;
+ }
+
+ // Update the frame rate once per second
+ Delta = PxReal(mTimer.peekElapsedSeconds());
+ if(Delta > 1.0f)
+ {
+ mFPS = PxReal(mFrames) / Delta;
+ mTimer.getElapsedSeconds();
+ mFrames = 0;
+ }
+}