From Measuring Performance

This commit is contained in:
2021-01-30 15:51:13 +08:00
parent 6f6894c29c
commit 8f4b9e2ae2
355 changed files with 60428 additions and 77 deletions

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using UnityEngine;
using TMPro;
public class FrameRateCounter : MonoBehaviour
{
[SerializeField]
TextMeshProUGUI display = default;
public enum DisplayMode { FPS, MS };
[SerializeField]
DisplayMode displayMode = DisplayMode.FPS;
[SerializeField, Range(0.1f, 2.0f)]
float sampleDuration = 1.0f;
int frames;
float duration;
float bestDuration = float.MaxValue;
float worstDuration = 0.0f;
private void Update()
{
var frameDuration = Time.unscaledDeltaTime;
frames++;
duration += frameDuration;
if (frameDuration < bestDuration)
{
bestDuration = frameDuration;
}
if (frameDuration > worstDuration)
{
worstDuration = frameDuration;
}
if (duration >= sampleDuration)
{
if (displayMode == DisplayMode.FPS)
{
display.SetText(
"FPS\n{0:0}\n{1:0}\n{2:0}",
1.0f / bestDuration,
frames / duration,
1.0f / worstDuration
);
}
else
{
display.SetText(
"FPS\n{0:1}\n{1:1}\n{2:1}",
1000.0f * bestDuration,
1000.0f * duration / frames,
1000.0f * worstDuration
);
}
frames = 0;
duration = 0.0f;
bestDuration = float.MaxValue;
worstDuration = 0.0f;
}
}
}

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using UnityEngine;
using static UnityEngine.Mathf;
public static class FunctionLibrary
{
public delegate Vector3 Function(float u, float v, float t);
public enum FunctionName { Wave, MultiWave, Ripple, Sphere, Torus }
private static Function[] functions = { Wave, MultiWave, Ripple, Sphere, Torus };
public static Function GetFunction(FunctionName name)
{
return functions[(int)name];
}
public static FunctionName GetNextFunctionName(FunctionName name)
{
return (int)name < functions.Length - 1 ? name + 1 : 0;
}
public static FunctionName GetRandomFunctionName()
{
return (FunctionName)Random.Range(0, functions.Length);
}
public static FunctionName GetRandomFunctionNameOtherThan(FunctionName name)
{
var choice = (FunctionName)Random.Range(1, functions.Length);
return choice == name ? 0 : choice;
}
public static Vector3 Wave(float u, float v, float t)
{
Vector3 p;
p.x = u;
p.y = Sin(PI * (u + v + t));
p.z = v;
return p;
}
public static Vector3 MultiWave(float u, float v, float t)
{
Vector3 p;
p.x = u;
p.y = Sin(PI * (u + 0.5f * t));
p.y += 0.5f * Sin(2f * PI * (v + t));
p.y += Sin(PI * (u + v + 0.25f * t));
p.y *= 1f / 2.5f;
p.z = v;
return p;
}
public static Vector3 Ripple(float u, float v, float t)
{
var d = Sqrt(u * u + v * v);
Vector3 p;
p.x = u;
p.y = Sin(PI * (4f * d - t));
p.y /= 1f + 10f * d;
p.z = v;
return p;
}
public static Vector3 Sphere(float u, float v, float t)
{
float r = 0.9f + 0.1f * Sin(PI * (6f * u + 4f * v + t));
float s = r * Cos(0.5f * PI * v);
Vector3 p;
p.x = s * Sin(PI * u);
p.y = r * Sin(0.5f * PI * v);
p.z = s * Cos(PI * u);
return p;
}
public static Vector3 Torus(float u, float v, float t)
{
float r1 = 0.7f + 0.1f * Sin(PI * (6f * u + 0.5f * t));
float r2 = 0.15f + 0.05f * Sin(PI * (8f * u + 4f * v + 2f * t));
float s = r1 + r2 * Cos(PI * v);
Vector3 p;
p.x = s * Sin(PI * u);
p.y = r2 * Sin(PI * v);
p.z = s * Cos(PI * u);
return p;
}
public static Vector3 Morph(float u, float v, float t, Function from, Function to, float progress)
{
return Vector3.LerpUnclamped(from(u, v, t), to(u, v, t), SmoothStep(0.0f, 1.0f, progress));
}
}

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123
Assets/Script/Graph.cs Normal file
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using UnityEngine;
public class Graph : MonoBehaviour
{
[SerializeField]
Transform pointPrefab = default;
[SerializeField, Range(10, 100)]
int resolution = 10;
[SerializeField]
FunctionLibrary.FunctionName function = default;
public enum TransitionMode { Normal, Cycle, Random }
[SerializeField]
TransitionMode transitionMode = TransitionMode.Normal;
[SerializeField, Min(0.0f)]
float functionDuration = 1.0f;
[SerializeField, Min(0.0f)]
float transitionDuration = 1.0f;
Transform[] points;
float duration = 0.0f;
bool transitioning;
FunctionLibrary.FunctionName transitionFunction;
private void Awake()
{
var step = 2f / resolution;
var scale = Vector3.one * step;
points = new Transform[resolution * resolution];
for (int i = 0; i < points.Length; i++)
{
Transform point = Instantiate(pointPrefab);
point.localScale = scale;
point.SetParent(transform, false);
points[i] = point;
}
}
private void Update()
{
duration += Time.deltaTime;
if (transitioning)
{
if (duration >= transitionDuration)
{
duration -= transitionDuration;
transitioning = false;
}
}
else if (duration >= functionDuration)
{
duration -= functionDuration;
transitioning = true;
transitionFunction = function;
PickNextFunction();
}
if (transitioning)
{
UpdateFunctionTransition();
}
else
{
UpdateFunction();
}
}
private void PickNextFunction()
{
if (transitionMode == TransitionMode.Normal) return;
function = transitionMode == TransitionMode.Cycle ?
FunctionLibrary.GetNextFunctionName(function) :
FunctionLibrary.GetRandomFunctionNameOtherThan(function);
}
private void UpdateFunction()
{
FunctionLibrary.Function f = FunctionLibrary.GetFunction(function);
var time = Time.time;
var step = 2.0f / resolution;
var v = 0.5f * step - 1f;
for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
{
if (x == resolution)
{
x = 0;
z += 1;
v = (z + 0.5f) * step - 1f;
}
float u = (x + 0.5f) * step - 1f;
points[i].localPosition = f(u, v, time);
}
}
private void UpdateFunctionTransition()
{
FunctionLibrary.Function
from = FunctionLibrary.GetFunction(transitionFunction),
to = FunctionLibrary.GetFunction(function);
float progress = duration / transitionDuration;
float time = Time.time;
float step = 2f / resolution;
float v = 0.5f * step - 1f;
for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
{
if (x == resolution)
{
x = 0;
z += 1;
v = (z + 0.5f) * step - 1f;
}
float u = (x + 0.5f) * step - 1f;
points[i].localPosition = FunctionLibrary.Morph(u, v, time, from, to, progress);
}
}
}

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