diff options
Diffstat (limited to 'Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Ram/G_RamGraph.cs')
| -rw-r--r-- | Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Ram/G_RamGraph.cs | 257 |
1 files changed, 257 insertions, 0 deletions
diff --git a/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Ram/G_RamGraph.cs b/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Ram/G_RamGraph.cs new file mode 100644 index 0000000..7d2f4f8 --- /dev/null +++ b/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Ram/G_RamGraph.cs @@ -0,0 +1,257 @@ +/* --------------------------------------- + * Author: Martin Pane (martintayx@gmail.com) (@tayx94) + * Collaborators: Lars Aalbertsen (@Rockylars) + * Project: Graphy - Ultimate Stats Monitor + * Date: 15-Dec-17 + * Studio: Tayx + * + * This project is released under the MIT license. + * Attribution is not required, but it is always welcomed! + * -------------------------------------*/ + +using Tayx.Graphy.Graph; +using UnityEngine; +using UnityEngine.UI; + +#if UNITY_5_5_OR_NEWER +using UnityEngine.Profiling; +#endif + +namespace Tayx.Graphy.Ram +{ + public class G_RamGraph : G_Graph + { + /* ----- TODO: ---------------------------- + * Add summaries to the variables. + * Add summaries to the functions. + * Check if we should add a "RequireComponent" for "RamMonitor". + * --------------------------------------*/ + + #region Variables -> Serialized Private + + [SerializeField] private Image m_imageAllocated = null; + [SerializeField] private Image m_imageReserved = null; + [SerializeField] private Image m_imageMono = null; + + [SerializeField] private Shader ShaderFull = null; + [SerializeField] private Shader ShaderLight = null; + + #endregion + + #region Variables -> Private + + private GraphyManager m_graphyManager = null; + + private G_RamMonitor m_ramMonitor = null; + + private int m_resolution = 150; + + private G_GraphShader m_shaderGraphAllocated = null; + private G_GraphShader m_shaderGraphReserved = null; + private G_GraphShader m_shaderGraphMono = null; + + private float[] m_allocatedArray; + private float[] m_reservedArray; + private float[] m_monoArray; + + private float m_highestMemory = 0; + + #endregion + + #region Methods -> Unity Callbacks + + private void OnEnable() + { + Init(); + } + + private void Update() + { + UpdateGraph(); + } + + #endregion + + #region Methods -> Public + + public void UpdateParameters() + { + if ( m_shaderGraphAllocated == null + || m_shaderGraphReserved == null + || m_shaderGraphMono == null) + { + Init(); + } + + switch (m_graphyManager.GraphyMode) + { + case GraphyManager.Mode.FULL: + m_shaderGraphAllocated .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull; + m_shaderGraphReserved .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull; + m_shaderGraphMono .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull; + + m_shaderGraphAllocated .Image.material = new Material(ShaderFull); + m_shaderGraphReserved .Image.material = new Material(ShaderFull); + m_shaderGraphMono .Image.material = new Material(ShaderFull); + break; + + case GraphyManager.Mode.LIGHT: + m_shaderGraphAllocated .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight; + m_shaderGraphReserved .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight; + m_shaderGraphMono .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight; + + m_shaderGraphAllocated .Image.material = new Material(ShaderLight); + m_shaderGraphReserved .Image.material = new Material(ShaderLight); + m_shaderGraphMono .Image.material = new Material(ShaderLight); + break; + } + + m_shaderGraphAllocated.InitializeShader(); + m_shaderGraphReserved.InitializeShader(); + m_shaderGraphMono.InitializeShader(); + + m_resolution = m_graphyManager.RamGraphResolution; + + CreatePoints(); + } + + #endregion + + #region Methods -> Protected Override + + protected override void UpdateGraph() + { + float allocatedMemory = m_ramMonitor.AllocatedRam; + float reservedMemory = m_ramMonitor.ReservedRam; + float monoMemory = m_ramMonitor.MonoRam; + + m_highestMemory = 0; + + for (int i = 0; i <= m_resolution - 1; i++) + { + if (i >= m_resolution - 1) + { + m_allocatedArray[i] = allocatedMemory; + m_reservedArray[i] = reservedMemory; + m_monoArray[i] = monoMemory; + } + else + { + m_allocatedArray[i] = m_allocatedArray[i + 1]; + m_reservedArray[i] = m_reservedArray[i + 1]; + m_monoArray[i] = m_monoArray[i + 1]; + } + + if (m_highestMemory < m_reservedArray[i]) + { + m_highestMemory = m_reservedArray[i]; + } + } + + for (int i = 0; i <= m_resolution - 1; i++) + { + m_shaderGraphAllocated.Array[i] = m_allocatedArray[i] / m_highestMemory; + + m_shaderGraphReserved.Array[i] = m_reservedArray[i] / m_highestMemory; + + m_shaderGraphMono.Array[i] = m_monoArray[i] / m_highestMemory; + } + + m_shaderGraphAllocated.UpdatePoints(); + m_shaderGraphReserved.UpdatePoints(); + m_shaderGraphMono.UpdatePoints(); + } + + protected override void CreatePoints() + { + + m_shaderGraphAllocated.Array = new float[m_resolution]; + m_shaderGraphReserved.Array = new float[m_resolution]; + m_shaderGraphMono.Array = new float[m_resolution]; + + m_allocatedArray = new float[m_resolution]; + m_reservedArray = new float[m_resolution]; + m_monoArray = new float[m_resolution]; + + for (int i = 0; i < m_resolution; i++) + { + m_shaderGraphAllocated.Array[i] = 0; + m_shaderGraphReserved.Array[i] = 0; + m_shaderGraphMono.Array[i] = 0; + } + + // Initialize the material values + + // Colors + + m_shaderGraphAllocated.GoodColor = m_graphyManager.AllocatedRamColor; + m_shaderGraphAllocated.CautionColor = m_graphyManager.AllocatedRamColor; + m_shaderGraphAllocated.CriticalColor = m_graphyManager.AllocatedRamColor; + + m_shaderGraphAllocated.UpdateColors(); + + m_shaderGraphReserved.GoodColor = m_graphyManager.ReservedRamColor; + m_shaderGraphReserved.CautionColor = m_graphyManager.ReservedRamColor; + m_shaderGraphReserved.CriticalColor = m_graphyManager.ReservedRamColor; + + m_shaderGraphReserved.UpdateColors(); + + m_shaderGraphMono.GoodColor = m_graphyManager.MonoRamColor; + m_shaderGraphMono.CautionColor = m_graphyManager.MonoRamColor; + m_shaderGraphMono.CriticalColor = m_graphyManager.MonoRamColor; + + m_shaderGraphMono.UpdateColors(); + + // Thresholds + + m_shaderGraphAllocated.GoodThreshold = 0; + m_shaderGraphAllocated.CautionThreshold = 0; + m_shaderGraphAllocated.UpdateThresholds(); + + m_shaderGraphReserved.GoodThreshold = 0; + m_shaderGraphReserved.CautionThreshold = 0; + m_shaderGraphReserved.UpdateThresholds(); + + m_shaderGraphMono.GoodThreshold = 0; + m_shaderGraphMono.CautionThreshold = 0; + m_shaderGraphMono.UpdateThresholds(); + + m_shaderGraphAllocated.UpdateArray(); + m_shaderGraphReserved.UpdateArray(); + m_shaderGraphMono.UpdateArray(); + + // Average + + m_shaderGraphAllocated.Average = 0; + m_shaderGraphReserved.Average = 0; + m_shaderGraphMono.Average = 0; + + m_shaderGraphAllocated.UpdateAverage(); + m_shaderGraphReserved.UpdateAverage(); + m_shaderGraphMono.UpdateAverage(); + } + + #endregion + + #region Methods -> Private + + private void Init() + { + m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>(); + + m_ramMonitor = GetComponent<G_RamMonitor>(); + + m_shaderGraphAllocated = new G_GraphShader(); + m_shaderGraphReserved = new G_GraphShader(); + m_shaderGraphMono = new G_GraphShader(); + + m_shaderGraphAllocated .Image = m_imageAllocated; + m_shaderGraphReserved .Image = m_imageReserved; + m_shaderGraphMono .Image = m_imageMono; + + UpdateParameters(); + } + + #endregion + } +}
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