#include "BenchmarkState.hpp" #include #include "RWGame.hpp" #include #include BenchmarkState::BenchmarkState(RWGame* game, const std::string& benchfile) : State(game), benchfile(benchfile) { } void BenchmarkState::enter() { getWindow().hideCursor(); std::ifstream benchstream(benchfile); unsigned int clockHour; unsigned int clockMinute; benchstream >> clockHour; benchstream.seekg(1, std::ios_base::cur); benchstream >> clockMinute; game->getWorld()->state->basic.gameHour = clockHour; game->getWorld()->state->basic.gameMinute = clockMinute; float time = 0.f; glm::vec3 tmpPos{}; while (benchstream) { TrackPoint point; benchstream >> point.time; if (!benchstream) break; benchstream >> point.position.x; if (!benchstream) break; benchstream >> point.position.y; if (!benchstream) break; benchstream >> point.position.z; if (!benchstream) break; benchstream >> point.angle.x; if (!benchstream) break; benchstream >> point.angle.y; if (!benchstream) break; benchstream >> point.angle.z; if (!benchstream) break; benchstream >> point.angle.w; if (!benchstream) break; if (track.empty()) { tmpPos = point.position; } float pointDist = glm::distance(tmpPos, point.position); tmpPos = point.position; point.time = time + pointDist / 50.f; time = point.time; duration = std::max(duration, point.time); track.push_back(point); } std::cout << "Loaded " << track.size() << " points" << std::endl; } void BenchmarkState::exit() { std::cout << "Results =============\n" << "Benchmark: " << benchfile << "\n" << "Frames: " << frameCounter << "\n" << "Duration: " << duration << " seconds\n" << "Avg frametime: " << std::setprecision(3) << (duration / frameCounter) << " (" << (frameCounter / duration) << " fps)" << std::endl; } void BenchmarkState::tick(float dt) { if (!track.empty()) { TrackPoint& a = track.front(); TrackPoint& b = track.back(); for (TrackPoint& p : track) { if (benchmarkTime < p.time) { b = p; break; } a = p; } if (benchmarkTime > duration) { done(); } if (b.time != a.time) { float alpha = (benchmarkTime - a.time) / (b.time - a.time); trackCam.position = glm::mix(a.position, b.position, alpha); trackCam.rotation = glm::slerp(a.angle, b.angle, alpha); } benchmarkTime += dt; } } void BenchmarkState::draw(GameRenderer* r) { frameCounter++; State::draw(r); } void BenchmarkState::handleEvent(const SDL_Event& e) { State::handleEvent(e); } const ViewCamera& BenchmarkState::getCamera(float) { return trackCam; }