1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
|
#include "global.h"
// SDK states that 1 cycle takes about 21.33 nanoseconds
#if 1
#define SECONDS_PER_CYCLE 0.00000002133f
#else
// Use this macro if your N64 CPU is overclocked to 125 Mhz (x2 Multiplier)
#define SECONDS_PER_CYCLE 0.000000016f
#endif
#define FPS_COUNTER_X_POS 14
#define FPS_COUNTER_Y_POS 9
static OSTime gLastOSTime = 0;
static float gFrameTime = 0.0f;
static u16 gFrames = 0;
u16 gFPS = 0;
static u8 gRenderFPS = false;
static void CalculateFrameTimeFromOSTime(OSTime diff) {
gFrameTime += diff * SECONDS_PER_CYCLE;
gFrames++;
}
static void Play_RenderFps(void) {
return;
// Toggle rendering framerate with the L button.
if ((gControllerPress[gMainController].button & L_TRIG) &&
!(~gControllerHold[gMainController].button & (Z_TRIG | R_TRIG))) {
gRenderFPS ^= 1;
}
if (gRenderFPS) {
// OSTime newTime = osGetTime();
// CalculateFrameTimeFromOSTime(newTime - gLastOSTime);
// // If frame time is longer or equal to a second, update FPS counter.
// if (gFrameTime >= 1.0f) {
// gFPS = gFrames;
// gFrames = 0;
// gFrameTime -= 1.0f;
// }
/* Draw */
RCP_SetupDL(&gMasterDisp, SETUPDL_83);
gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 0, 255);
Graphics_DisplaySmallText(FPS_COUNTER_X_POS, FPS_COUNTER_Y_POS, 1.0f, 1.0f, "FPS:");
Graphics_DisplaySmallNumber(FPS_COUNTER_X_POS + 35, FPS_COUNTER_Y_POS, gFPS);
// gLastOSTime = newTime;
}
}
|