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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 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;
	}
}