[client] opengl: update FPS even when there is no updates

This commit is contained in:
Geoffrey McRae 2017-12-21 01:17:45 +11:00
parent 8fbacba82e
commit c098967293

View File

@ -317,6 +317,79 @@ bool opengl_render(void * opaque, SDL_Window * window)
this->resizeWindow = false;
}
if (this->params.showFPS && this->renderTime > 1e9)
{
char str[128];
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount ) / 1e6f);
const float renderFPS = 1000.0f / (((float)this->renderTime / this->renderCount) / 1e6f);
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
SDL_Color color = {0xff, 0xff, 0xff};
SDL_Surface *textSurface = NULL;
if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
{
DEBUG_ERROR("Failed to render text");
LG_UNLOCK(this->formatLock);
return false;
}
glBindTexture(GL_TEXTURE_2D , this->textures[FPS_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
glTexImage2D(
GL_TEXTURE_2D,
0,
textSurface->format->BytesPerPixel,
textSurface->w,
textSurface->h,
0,
GL_BGRA,
GL_UNSIGNED_BYTE,
textSurface->pixels
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->fpsRect.x = 5;
this->fpsRect.y = 5;
this->fpsRect.w = textSurface->w;
this->fpsRect.h = textSurface->h;
SDL_FreeSurface(textSurface);
this->renderTime = 0;
this->frameCount = 0;
this->renderCount = 0;
this->fpsTexture = true;
glNewList(this->fpsList, GL_COMPILE);
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(this->fpsRect.x , this->fpsRect.y );
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glDisable(GL_BLEND);
glEndList();
}
bool frameUpdate;
if (!draw_frame(this, &frameUpdate))
return false;
@ -802,78 +875,6 @@ static bool draw_frame(struct Inst * this, bool * frameUpdate)
LG_UNLOCK(this->syncLock);
LG_LOCK(this->formatLock);
if (this->params.showFPS && this->renderTime > 1e9)
{
char str[128];
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount ) / 1e6f);
const float renderFPS = 1000.0f / (((float)this->renderTime / this->renderCount) / 1e6f);
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
SDL_Color color = {0xff, 0xff, 0xff};
SDL_Surface *textSurface = NULL;
if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
{
DEBUG_ERROR("Failed to render text");
LG_UNLOCK(this->formatLock);
return false;
}
glBindTexture(GL_TEXTURE_2D , this->textures[FPS_TEXTURE]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
glTexImage2D(
GL_TEXTURE_2D,
0,
textSurface->format->BytesPerPixel,
textSurface->w,
textSurface->h,
0,
GL_BGRA,
GL_UNSIGNED_BYTE,
textSurface->pixels
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->fpsRect.x = 5;
this->fpsRect.y = 5;
this->fpsRect.w = textSurface->w;
this->fpsRect.h = textSurface->h;
SDL_FreeSurface(textSurface);
this->renderTime = 0;
this->frameCount = 0;
this->renderCount = 0;
this->fpsTexture = true;
glNewList(this->fpsList, GL_COMPILE);
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(this->fpsRect.x , this->fpsRect.y );
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glDisable(GL_BLEND);
glEndList();
}
// bind the texture and update it
glBindTexture(GL_TEXTURE_2D , this->textures[FRAME_TEXTURE]);