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