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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Adding a frames-per-second counter

The frames per second (FPS) counter is the cornerstone of all graphical application profiling and performance measurements. In this recipe, we will learn how to implement a simple FPS counter class and use it to roughly measure the performance of a running application.

Getting ready

The source code for this recipe can be found in Chapter4/GL02_FPS.

How to do it...

Let's implement the FramesPerSecondCounter class containing all the machinery required to calculate the average FPS rate for a given time interval:

  1. First, we need some member fields to store the duration of a sliding window, the number of frames rendered in the current interval, and the accumulated time of this interval:
    class FramesPerSecondCounter {
    private:
      const float avgIntervalSec_ = 0.5f;
      unsigned int numFrames_ = 0;
      double accumulatedTime_ = 0;
      float currentFPS_ = 0.0f;
  2. The single constructor can override...
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