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openrw/rwgame/states/BenchmarkState.cpp
Daniel Evans 6a7802de87 Overhaul State and StateManager to remove pointers
Removed raw State pointers in favour of unique_ptrs
Avoid allowing control flow to re-enter States that have exited
Defer releasing states until the end of the frame
2016-10-24 21:29:40 +01:00

103 lines
3.0 KiB
C++

#include "BenchmarkState.hpp"
#include <engine/GameState.hpp>
#include <fstream>
#include "RWGame.hpp"
BenchmarkState::BenchmarkState(RWGame* game, const std::string& benchfile)
: State(game), benchfile(benchfile), benchmarkTime(0.f), frameCounter(0) {
}
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.size() == 0) {
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.size() > 0) {
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() {
return trackCam;
}