www.pudn.com > chapter01.zip > HiResTimer.h
/**************************************************************************** HiResTimer.h Wrapper for the high-resolution timer. Can't be used if the hi-res timer doesn't exist. Author : Dave Astle Date : 2/1/2001 Written for OpenGL Game Programming *****************************************************************************/ #ifndef __TIMER_H_INCLUDED__ #define __TIMER_H_INCLUDED__ #includeclass CHiResTimer { public: CHiResTimer() {} ~CHiResTimer() {} /***************************************************************************** Init() If the hi-res timer is present, the tick rate is stored and the function returns true. Otherwise, the function returns false, and the timer should not be used. *****************************************************************************/ bool Init() { if (!QueryPerformanceFrequency(&m_ticksPerSecond)) { // system doesn't support hi-res timer return false; } else { QueryPerformanceCounter(&m_startTime); return true; } } // end Init() float GetElapsedSeconds(unsigned long elapsedFrames = 1) { static LARGE_INTEGER s_lastTime = m_startTime; LARGE_INTEGER currentTime; QueryPerformanceCounter(¤tTime); float seconds = ((float)currentTime.QuadPart - (float)s_lastTime.QuadPart) / (float)m_ticksPerSecond.QuadPart; // reset the timer s_lastTime = currentTime; return seconds; } // end GetElapsedSeconds() /*************************************************************************** GetFPS() Returns the average frames per second over elapsedFrames, which defaults to one. If this is not called every frame, the client should track the number of frames itself, and reset the value after this is called. ***************************************************************************/ float GetFPS(unsigned long elapsedFrames = 1) { static LARGE_INTEGER s_lastTime = m_startTime; LARGE_INTEGER currentTime; m_totalFrames += elapsedFrames; QueryPerformanceCounter(¤tTime); float fps = (float)elapsedFrames * (float)m_ticksPerSecond.QuadPart / ((float)currentTime.QuadPart - (float)s_lastTime.QuadPart); // reset the timer s_lastTime = currentTime; return fps; } // end GetFPS /*************************************************************************** GetAggregateFPS() Returns the average fps since the last time Reset() was called. Note that this is meant to be used in conjunction with LockFPS or GetFPS. Otherwise, the function has no way of knowing how many frames have actually elapsed. ***************************************************************************/ float GetAggregateFPS() { LARGE_INTEGER currentTime; QueryPerformanceCounter(¤tTime); return ((float) m_totalFrames * (float)m_ticksPerSecond.QuadPart / ((float)currentTime.QuadPart - (float)m_startTime.QuadPart)); } // end GetAggregateFPS() /*************************************************************************** LockFPS() Used to lock the frame rate to a set amount. This will block until enough time has passed to ensure that the fps won't go over the requested amount. Note that this can only keep the fps from going above the specified level; it can still drop below it. It is assumed that if used, this function will be called every frame. The value returned is the instantaneous fps, which will be <= targetFPS. ***************************************************************************/ float LockFPS(unsigned char targetFPS) { if (targetFPS == 0) targetFPS = 1; m_totalFrames++; static LARGE_INTEGER s_lastTime = m_startTime; LARGE_INTEGER currentTime; float fps; // delay to maintain a constant frame rate do { QueryPerformanceCounter(¤tTime); fps = (float)m_ticksPerSecond.QuadPart/((float)(currentTime.QuadPart - s_lastTime.QuadPart)); } while (fps > (float)targetFPS); // reset the timer s_lastTime = m_startTime; return fps; } // end LockFPS() private: LARGE_INTEGER m_startTime; LARGE_INTEGER m_ticksPerSecond; unsigned long m_totalFrames; }; #endif // __TIMER_H_INCLUDED_