654 lines
28 KiB
GDScript
654 lines
28 KiB
GDScript
extends CanvasLayer
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@export var fps: Label
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@export var frame_time: Label
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@export var frame_number: Label
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@export var frame_stats: Label
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@export var frame_history_total_avg: Label
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@export var frame_history_total_min: Label
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@export var frame_history_total_max: Label
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@export var frame_history_total_last: Label
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@export var frame_history_cpu_avg: Label
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@export var frame_history_cpu_min: Label
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@export var frame_history_cpu_max: Label
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@export var frame_history_cpu_last: Label
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@export var frame_history_gpu_avg: Label
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@export var frame_history_gpu_min: Label
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@export var frame_history_gpu_max: Label
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@export var frame_history_gpu_last: Label
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@export var fps_graph: Panel
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@export var total_graph: Panel
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@export var cpu_graph: Panel
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@export var gpu_graph: Panel
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@export var information: Label
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@export var settings: Label
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## The number of frames to keep in history for graph drawing and best/worst calculations.
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## Currently, this also affects how FPS is measured.
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const HISTORY_NUM_FRAMES = 150
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var GRAPH_SIZE = Vector2(150, 25) # kept uppercase for less code change
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const DEFAULT_GRAPH_SIZE = Vector2(150, 25)
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const DEFAULT_FONT_SIZE = 12.0
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const MIN_FONT_SIZE = 3.0
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const MAX_FONT_SIZE = 72.0
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const DEFAULT_FONT_OUTLINE_SIZE = 3.0
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const DEFAULT_HEADER_WIDTH = 50.0
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const GRAPH_MIN_FPS = 10
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const GRAPH_MAX_FPS = 160
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const GRAPH_MIN_FRAMETIME = 1.0 / GRAPH_MIN_FPS
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const GRAPH_MAX_FRAMETIME = 1.0 / GRAPH_MAX_FPS
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## Debug menu display style.
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enum Style {
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HIDDEN, ## Debug menu is hidden.
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VISIBLE_COMPACT, ## Debug menu is visible, with only the FPS, FPS cap (if any) and time taken to render the last frame.
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VISIBLE_DETAILED, ## Debug menu is visible with full information, including graphs.
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MAX, ## Represents the size of the Style enum.
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}
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## The style to use when drawing the debug menu.
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var style := Style.HIDDEN:
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set(value):
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style = value
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match style:
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Style.HIDDEN:
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visible = false
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Style.VISIBLE_COMPACT, Style.VISIBLE_DETAILED:
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visible = true
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frame_number.visible = style == Style.VISIBLE_DETAILED
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frame_stats.visible = style == Style.VISIBLE_DETAILED
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$DebugMenu/VBoxContainer/FrameTimeHistory.visible = style == Style.VISIBLE_DETAILED
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$DebugMenu/VBoxContainer/FPSGraph.visible = style == Style.VISIBLE_DETAILED
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$DebugMenu/VBoxContainer/TotalGraph.visible = style == Style.VISIBLE_DETAILED
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$DebugMenu/VBoxContainer/CPUGraph.visible = style == Style.VISIBLE_DETAILED
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$DebugMenu/VBoxContainer/GPUGraph.visible = style == Style.VISIBLE_DETAILED
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information.visible = style == Style.VISIBLE_DETAILED
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settings.visible = style == Style.VISIBLE_DETAILED
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var _custom_font_size: int = DEFAULT_FONT_SIZE * 3 # 3x
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## Debug menu display size.
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enum Display_Size {
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SIZE_3, ## 0.25x the default scale
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SIZE_6, ## 0.5x the default scale
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SIZE_12_DEFAULT, ## 1.0x, the default display size
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SIZE_18, ## 1.5x the default scale
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SIZE_24, ## 2.0x the default scale
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SIZE_30, ## 2.5x the default scale
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SIZE_CUSTOM, ## Initially 3.0x the default scale, but overwritten with set_font_size()
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MAX, ## Represents the size of the Display_Size enum.
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}
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## The size to use when drawing the debug menu.
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var display_size := Display_Size.SIZE_12_DEFAULT:
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set(value):
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display_size = value
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match display_size:
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Display_Size.SIZE_3: # 0.25x
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_resize_overlay(DEFAULT_FONT_SIZE * 0.25,
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0, # no outline, makes small font look better
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DEFAULT_HEADER_WIDTH* 0.25)
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Display_Size.SIZE_6: # 0.5x
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_resize_overlay(DEFAULT_FONT_SIZE* 0.5,
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DEFAULT_FONT_OUTLINE_SIZE * 0.5,
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DEFAULT_HEADER_WIDTH* 0.5)
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Display_Size.SIZE_12_DEFAULT: # 1.0x
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_resize_overlay(DEFAULT_FONT_SIZE,
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DEFAULT_FONT_OUTLINE_SIZE,
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DEFAULT_HEADER_WIDTH)
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Display_Size.SIZE_18: # 1.5x
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_resize_overlay(DEFAULT_FONT_SIZE * 1.5,
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DEFAULT_FONT_OUTLINE_SIZE * 1.5,
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DEFAULT_HEADER_WIDTH * 1.5)
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Display_Size.SIZE_24: # 2.0x
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_resize_overlay(DEFAULT_FONT_SIZE * 2.0,
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DEFAULT_FONT_OUTLINE_SIZE * 2.0,
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DEFAULT_HEADER_WIDTH * 2.0)
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Display_Size.SIZE_30: # 2.5x
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_resize_overlay(DEFAULT_FONT_SIZE * 2.5,
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DEFAULT_FONT_OUTLINE_SIZE * 2.5,
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DEFAULT_HEADER_WIDTH * 2.5)
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Display_Size.SIZE_CUSTOM: # initially is 3.0x, replaced when set_font_size() is called
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var new_scale: float = float(_custom_font_size / DEFAULT_FONT_SIZE)
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_resize_overlay(DEFAULT_FONT_SIZE * new_scale,
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DEFAULT_FONT_OUTLINE_SIZE * new_scale,
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DEFAULT_HEADER_WIDTH * new_scale)
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# Value of `Time.get_ticks_usec()` on the previous frame.
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var last_tick := 0
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var thread := Thread.new()
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## Returns the sum of all values of an array (use as a parameter to `Array.reduce()`).
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var sum_func := func avg(accum: float, number: float) -> float: return accum + number
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# History of the last `HISTORY_NUM_FRAMES` rendered frames.
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var frame_history_total: Array[float] = []
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var frame_history_cpu: Array[float] = []
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var frame_history_gpu: Array[float] = []
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var fps_history: Array[float] = [] # Only used for graphs.
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var frametime_avg := GRAPH_MIN_FRAMETIME
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var frametime_cpu_avg := GRAPH_MAX_FRAMETIME
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var frametime_gpu_avg := GRAPH_MIN_FRAMETIME
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var frames_per_second := float(GRAPH_MIN_FPS)
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var frame_time_gradient := Gradient.new()
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func _init() -> void:
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# This must be done here instead of `_ready()` to avoid having `visibility_changed` be emitted immediately.
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visible = false
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if not InputMap.has_action("cycle_debug_menu"):
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# Create default input action if no user-defined override exists.
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# We can't do it in the editor plugin's activation code as it doesn't seem to work there.
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InputMap.add_action("cycle_debug_menu")
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var event := InputEventKey.new()
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event.keycode = KEY_F3
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InputMap.action_add_event("cycle_debug_menu", event)
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if not InputMap.has_action("cycle_debug_menu_size"):
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# Create default input action if no user-defined override exists.
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# We can't do it in the editor plugin's activation code as it doesn't seem to work there.
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InputMap.add_action("cycle_debug_menu_size")
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var event := InputEventKey.new()
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event.keycode = KEY_F4
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InputMap.action_add_event("cycle_debug_menu_size", event)
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if not InputMap.has_action("debug_menu_screenshot"):
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# Create default input action if no user-defined override exists.
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# We can't do it in the editor plugin's activation code as it doesn't seem to work there.
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InputMap.add_action("debug_menu_screenshot")
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var event := InputEventKey.new()
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event.keycode = KEY_F5
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InputMap.action_add_event("debug_menu_screenshot", event)
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func _ready() -> void:
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# start visibility from project settings
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if ProjectSettings.has_setting("DebugMenu/settings/startup_visibility"):
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style = ProjectSettings.get_setting("DebugMenu/settings/startup_visibility")
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# font size from project settings
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if ProjectSettings.has_setting("DebugMenu/settings/font_size"):
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set_font_size(ProjectSettings.get_setting("DebugMenu/settings/font_size"))
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fps_graph.draw.connect(_fps_graph_draw)
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total_graph.draw.connect(_total_graph_draw)
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cpu_graph.draw.connect(_cpu_graph_draw)
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gpu_graph.draw.connect(_gpu_graph_draw)
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fps_history.resize(HISTORY_NUM_FRAMES)
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frame_history_total.resize(HISTORY_NUM_FRAMES)
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frame_history_cpu.resize(HISTORY_NUM_FRAMES)
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frame_history_gpu.resize(HISTORY_NUM_FRAMES)
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# NOTE: Both FPS and frametimes are colored following FPS logic
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# (red = 10 FPS, yellow = 60 FPS, green = 110 FPS, cyan = 160 FPS).
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# This makes the color gradient non-linear.
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# Colors are taken from <https://tailwindcolor.com/>.
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frame_time_gradient.set_color(0, Color.from_rgba8(239, 68, 68)) # red-500
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frame_time_gradient.set_color(1, Color.from_rgba8(56, 189, 248)) # light-blue-400
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frame_time_gradient.add_point(0.3333, Color.from_rgba8(250, 204, 21)) # yellow-400
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frame_time_gradient.add_point(0.6667, Color.from_rgba8(128, 226, 95)) # 50-50 mix of lime-400 and green-400
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get_viewport().size_changed.connect(update_settings_label)
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# Display loading text while information is being queried,
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# in case the user toggles the full debug menu just after starting the project.
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information.text = "Loading hardware information...\n\n "
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settings.text = "Loading project information..."
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thread.start(
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func():
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# Disable thread safety checks as they interfere with this add-on.
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# This only affects this particular thread, not other thread instances in the project.
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# See <https://github.com/godotengine/godot/pull/78000> for details.
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# Use a Callable so that this can be ignored on Godot 4.0 without causing a script error
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# (thread safety checks were added in Godot 4.1).
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if Engine.get_version_info()["hex"] >= 0x040100:
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Callable(Thread, "set_thread_safety_checks_enabled").call(false)
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# Enable required time measurements to display CPU/GPU frame time information.
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# These lines are time-consuming operations, so run them in a separate thread.
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RenderingServer.viewport_set_measure_render_time(get_viewport().get_viewport_rid(), true)
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update_information_label()
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update_settings_label()
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)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("cycle_debug_menu"):
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style = wrapi(style + 1, 0, Style.MAX) as Style
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# Only cycle size/scale when DebugMenu is visible
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elif event.is_action_pressed("cycle_debug_menu_size") and style != Style.HIDDEN:
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display_size = wrapi(display_size + 1, 0, Display_Size.MAX) as Display_Size
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# Only take screen shot if debug menu is displayed (maybe allow this anytime?)
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elif event.is_action_pressed("debug_menu_screenshot") and style != Style.HIDDEN:
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do_screenshot()
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#region Scaling functions by Antz
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func _resize_overlay(font_size_in: int, outline_size: int, header_width: float):
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# change font size and outline for all labels
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for l in get_tree().get_nodes_in_group("debug_menu_label"):
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var label : Label = l as Label
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label.add_theme_font_size_override("font_size", font_size_in)
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# no outline for very small fonts sizes
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if font_size_in < 6:
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label.add_theme_constant_override("outline_size", 0)
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else:
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label.add_theme_constant_override("outline_size", outline_size)
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# change header widths
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for l in get_tree().get_nodes_in_group("debug_menu_header"):
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var label : Label = l as Label
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label.custom_minimum_size.x = header_width
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# main FPS label size is 50% bigger
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fps.add_theme_font_size_override("font_size", font_size_in*1.5)
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# no outline for very small fonts sizes
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if font_size_in < 6:
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fps.add_theme_constant_override("outline_size", 0)
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else:
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fps.add_theme_constant_override("outline_size", outline_size*1.5)
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var new_scale: float = font_size_in / DEFAULT_FONT_SIZE
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# scale line spacing for multi line labels
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settings.add_theme_constant_override("line_spacing", 3 * new_scale)
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information.add_theme_constant_override("line_spacing", 3 * new_scale)
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# graph re-size
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GRAPH_SIZE = DEFAULT_GRAPH_SIZE * new_scale
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for p in get_tree().get_nodes_in_group("debug_menu_graph"):
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var panel: Panel = p as Panel
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panel.custom_minimum_size = GRAPH_SIZE
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# this adjusts the label on the left Y minimum size, so that the graphs are spaced
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panel.get_parent().find_child("Title").custom_minimum_size.y = GRAPH_SIZE.y + (2.0 * new_scale)
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## Set the font size of the Debug Menu overlay
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## Sets display_size to Display_Size.SIZE_CUSTOM
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## recalculates all GUI elements
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func set_font_size(font_size_in: int):
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if font_size_in < MIN_FONT_SIZE or font_size_in > MAX_FONT_SIZE:
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printerr(str("Font size range for DebugMenu is [", MIN_FONT_SIZE," to ", MAX_FONT_SIZE ,"]"))
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return
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_custom_font_size = font_size_in
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display_size = Display_Size.SIZE_CUSTOM # this triggers the set, where resize_overlay() takes place
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#endregion Scaling functions
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func _exit_tree() -> void:
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if thread.is_started():
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thread.wait_to_finish()
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## Update hardware information label (this can change at runtime based on window
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## size and graphics settings). This is only called when the window is resized.
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## To update when graphics settings are changed, the function must be called manually
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## using `DebugMenu.update_settings_label()`.
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func update_settings_label() -> void:
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settings.text = ""
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if ProjectSettings.has_setting("application/config/version"):
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settings.text += "Project Version: %s\n" % ProjectSettings.get_setting("application/config/version")
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var rendering_method := str(ProjectSettings.get_setting_with_override("rendering/renderer/rendering_method"))
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var rendering_method_string := rendering_method
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match rendering_method:
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"forward_plus":
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rendering_method_string = "Forward+"
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"mobile":
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rendering_method_string = "Forward Mobile"
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"gl_compatibility":
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rendering_method_string = "Compatibility"
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settings.text += "Rendering Method: %s\n" % rendering_method_string
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var viewport := get_viewport()
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# The size of the viewport rendering, which determines which resolution 3D is rendered at.
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var viewport_render_size := Vector2i()
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if viewport.content_scale_mode == Window.CONTENT_SCALE_MODE_VIEWPORT:
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viewport_render_size = viewport.get_visible_rect().size
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settings.text += "Viewport: %d×%d, Window: %d×%d\n" % [viewport.get_visible_rect().size.x, viewport.get_visible_rect().size.y, viewport.size.x, viewport.size.y]
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else:
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# Window size matches viewport size.
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viewport_render_size = viewport.size
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settings.text += "Viewport: %d×%d\n" % [viewport.size.x, viewport.size.y]
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# Display 3D settings only if relevant.
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if viewport.get_camera_3d():
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var scaling_3d_mode_string := "(unknown)"
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match viewport.scaling_3d_mode:
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Viewport.SCALING_3D_MODE_BILINEAR:
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scaling_3d_mode_string = "Bilinear"
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Viewport.SCALING_3D_MODE_FSR:
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scaling_3d_mode_string = "FSR 1.0"
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Viewport.SCALING_3D_MODE_FSR2:
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scaling_3d_mode_string = "FSR 2.2"
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var antialiasing_3d_string := ""
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if viewport.scaling_3d_mode == Viewport.SCALING_3D_MODE_FSR2:
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# The FSR2 scaling mode includes its own temporal antialiasing implementation.
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antialiasing_3d_string += (" + " if not antialiasing_3d_string.is_empty() else "") + "FSR 2.2"
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if viewport.scaling_3d_mode != Viewport.SCALING_3D_MODE_FSR2 and viewport.use_taa:
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# Godot's own TAA is ignored when using FSR2 scaling mode, as FSR2 provides its own TAA implementation.
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antialiasing_3d_string += (" + " if not antialiasing_3d_string.is_empty() else "") + "TAA"
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if viewport.msaa_3d >= Viewport.MSAA_2X:
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antialiasing_3d_string += (" + " if not antialiasing_3d_string.is_empty() else "") + "%d× MSAA" % pow(2, viewport.msaa_3d)
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if viewport.screen_space_aa == Viewport.SCREEN_SPACE_AA_FXAA:
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antialiasing_3d_string += (" + " if not antialiasing_3d_string.is_empty() else "") + "FXAA"
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settings.text += "3D scale (%s): %d%% = %d×%d" % [
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scaling_3d_mode_string,
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viewport.scaling_3d_scale * 100,
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viewport_render_size.x * viewport.scaling_3d_scale,
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viewport_render_size.y * viewport.scaling_3d_scale,
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]
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if not antialiasing_3d_string.is_empty():
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settings.text += "\n3D Antialiasing: %s" % antialiasing_3d_string
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var environment := viewport.get_camera_3d().get_world_3d().environment
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if environment:
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if environment.ssr_enabled:
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settings.text += "\nSSR: %d Steps" % environment.ssr_max_steps
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if environment.ssao_enabled:
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settings.text += "\nSSAO: On"
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if environment.ssil_enabled:
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settings.text += "\nSSIL: On"
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if environment.sdfgi_enabled:
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settings.text += "\nSDFGI: %d Cascades" % environment.sdfgi_cascades
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if environment.glow_enabled:
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settings.text += "\nGlow: On"
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if environment.volumetric_fog_enabled:
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settings.text += "\nVolumetric Fog: On"
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var antialiasing_2d_string := ""
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if viewport.msaa_2d >= Viewport.MSAA_2X:
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antialiasing_2d_string = "%d× MSAA" % pow(2, viewport.msaa_2d)
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if not antialiasing_2d_string.is_empty():
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settings.text += "\n2D Antialiasing: %s" % antialiasing_2d_string
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## Update hardware/software information label (this never changes at runtime).
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func update_information_label() -> void:
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var adapter_string := ""
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# Make "NVIDIA Corporation" and "NVIDIA" be considered identical (required when using OpenGL to avoid redundancy).
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if RenderingServer.get_video_adapter_vendor().trim_suffix(" Corporation") in RenderingServer.get_video_adapter_name():
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# Avoid repeating vendor name before adapter name.
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# Trim redundant suffix sometimes reported by NVIDIA graphics cards when using OpenGL.
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adapter_string = RenderingServer.get_video_adapter_name().trim_suffix("/PCIe/SSE2")
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else:
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adapter_string = RenderingServer.get_video_adapter_vendor() + " - " + RenderingServer.get_video_adapter_name().trim_suffix("/PCIe/SSE2")
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# Graphics driver version information isn't always availble.
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var driver_info := OS.get_video_adapter_driver_info()
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var driver_info_string := ""
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if driver_info.size() >= 2:
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driver_info_string = driver_info[1]
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else:
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driver_info_string = "(unknown)"
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var release_string := ""
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if OS.has_feature("editor"):
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# Editor build (implies `debug`).
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release_string = "editor"
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elif OS.has_feature("debug"):
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# Debug export template build.
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release_string = "debug"
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else:
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# Release export template build.
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release_string = "release"
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||
var rendering_method := str(ProjectSettings.get_setting_with_override("rendering/renderer/rendering_method"))
|
||
var rendering_driver := str(ProjectSettings.get_setting_with_override("rendering/rendering_device/driver"))
|
||
var graphics_api_string := rendering_driver
|
||
if rendering_method != "gl_compatibility":
|
||
if rendering_driver == "d3d12":
|
||
graphics_api_string = "Direct3D 12"
|
||
elif rendering_driver == "metal":
|
||
graphics_api_string = "Metal"
|
||
elif rendering_driver == "vulkan":
|
||
if OS.has_feature("macos") or OS.has_feature("ios"):
|
||
graphics_api_string = "Vulkan via MoltenVK"
|
||
else:
|
||
graphics_api_string = "Vulkan"
|
||
else:
|
||
if rendering_driver == "opengl3_angle":
|
||
graphics_api_string = "OpenGL via ANGLE"
|
||
elif OS.has_feature("mobile") or rendering_driver == "opengl3_es":
|
||
graphics_api_string = "OpenGL ES"
|
||
elif OS.has_feature("web"):
|
||
graphics_api_string = "WebGL"
|
||
elif rendering_driver == "opengl3":
|
||
graphics_api_string = "OpenGL"
|
||
|
||
information.text = (
|
||
"%s, %d threads\n" % [OS.get_processor_name().replace("(R)", "").replace("(TM)", ""), OS.get_processor_count()]
|
||
+ "%s %s (%s %s), %s %s\n" % [OS.get_name(), "64-bit" if OS.has_feature("64") else "32-bit", release_string, "double" if OS.has_feature("double") else "single", graphics_api_string, RenderingServer.get_video_adapter_api_version()]
|
||
+ "%s, %s" % [adapter_string, driver_info_string]
|
||
)
|
||
|
||
|
||
func _fps_graph_draw() -> void:
|
||
var fps_polyline := PackedVector2Array()
|
||
fps_polyline.resize(HISTORY_NUM_FRAMES)
|
||
for fps_index in fps_history.size():
|
||
fps_polyline[fps_index] = Vector2(
|
||
remap(fps_index, 0, fps_history.size(), 0, GRAPH_SIZE.x),
|
||
remap(clampf(fps_history[fps_index], GRAPH_MIN_FPS, GRAPH_MAX_FPS), GRAPH_MIN_FPS, GRAPH_MAX_FPS, GRAPH_SIZE.y, 0.0)
|
||
)
|
||
# Don't use antialiasing to speed up line drawing, but use a width that scales with
|
||
# viewport scale to keep the line easily readable on hiDPI displays.
|
||
fps_graph.draw_polyline(fps_polyline, frame_time_gradient.sample(remap(frames_per_second, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0)), 1.0)
|
||
|
||
|
||
func _total_graph_draw() -> void:
|
||
var total_polyline := PackedVector2Array()
|
||
total_polyline.resize(HISTORY_NUM_FRAMES)
|
||
for total_index in frame_history_total.size():
|
||
total_polyline[total_index] = Vector2(
|
||
remap(total_index, 0, frame_history_total.size(), 0, GRAPH_SIZE.x),
|
||
remap(clampf(frame_history_total[total_index], GRAPH_MIN_FPS, GRAPH_MAX_FPS), GRAPH_MIN_FPS, GRAPH_MAX_FPS, GRAPH_SIZE.y, 0.0)
|
||
)
|
||
# Don't use antialiasing to speed up line drawing, but use a width that scales with
|
||
# viewport scale to keep the line easily readable on hiDPI displays.
|
||
total_graph.draw_polyline(total_polyline, frame_time_gradient.sample(remap(1000.0 / frametime_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0)), 1.0)
|
||
|
||
|
||
func _cpu_graph_draw() -> void:
|
||
var cpu_polyline := PackedVector2Array()
|
||
cpu_polyline.resize(HISTORY_NUM_FRAMES)
|
||
for cpu_index in frame_history_cpu.size():
|
||
cpu_polyline[cpu_index] = Vector2(
|
||
remap(cpu_index, 0, frame_history_cpu.size(), 0, GRAPH_SIZE.x),
|
||
remap(clampf(frame_history_cpu[cpu_index], GRAPH_MIN_FPS, GRAPH_MAX_FPS), GRAPH_MIN_FPS, GRAPH_MAX_FPS, GRAPH_SIZE.y, 0.0)
|
||
)
|
||
# Don't use antialiasing to speed up line drawing, but use a width that scales with
|
||
# viewport scale to keep the line easily readable on hiDPI displays.
|
||
cpu_graph.draw_polyline(cpu_polyline, frame_time_gradient.sample(remap(1000.0 / frametime_cpu_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0)), 1.0)
|
||
|
||
|
||
func _gpu_graph_draw() -> void:
|
||
var gpu_polyline := PackedVector2Array()
|
||
gpu_polyline.resize(HISTORY_NUM_FRAMES)
|
||
for gpu_index in frame_history_gpu.size():
|
||
gpu_polyline[gpu_index] = Vector2(
|
||
remap(gpu_index, 0, frame_history_gpu.size(), 0, GRAPH_SIZE.x),
|
||
remap(clampf(frame_history_gpu[gpu_index], GRAPH_MIN_FPS, GRAPH_MAX_FPS), GRAPH_MIN_FPS, GRAPH_MAX_FPS, GRAPH_SIZE.y, 0.0)
|
||
)
|
||
# Don't use antialiasing to speed up line drawing, but use a width that scales with
|
||
# viewport scale to keep the line easily readable on hiDPI displays.
|
||
gpu_graph.draw_polyline(gpu_polyline, frame_time_gradient.sample(remap(1000.0 / frametime_gpu_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0)), 1.0)
|
||
|
||
|
||
func _process(_delta: float) -> void:
|
||
if visible:
|
||
fps_graph.queue_redraw()
|
||
total_graph.queue_redraw()
|
||
cpu_graph.queue_redraw()
|
||
gpu_graph.queue_redraw()
|
||
|
||
# Difference between the last two rendered frames in milliseconds.
|
||
var frametime := (Time.get_ticks_usec() - last_tick) * 0.001
|
||
|
||
frame_history_total.push_back(frametime)
|
||
if frame_history_total.size() > HISTORY_NUM_FRAMES:
|
||
frame_history_total.pop_front()
|
||
|
||
# Frametimes are colored following FPS logic (red = 10 FPS, yellow = 60 FPS, green = 110 FPS, cyan = 160 FPS).
|
||
# This makes the color gradient non-linear.
|
||
frametime_avg = frame_history_total.reduce(sum_func) / frame_history_total.size()
|
||
frame_history_total_avg.text = str(frametime_avg).pad_decimals(2)
|
||
frame_history_total_avg.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
var frametime_min: float = frame_history_total.min()
|
||
frame_history_total_min.text = str(frametime_min).pad_decimals(2)
|
||
frame_history_total_min.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_min, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
var frametime_max: float = frame_history_total.max()
|
||
frame_history_total_max.text = str(frametime_max).pad_decimals(2)
|
||
frame_history_total_max.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_max, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
frame_history_total_last.text = str(frametime).pad_decimals(2)
|
||
frame_history_total_last.modulate = frame_time_gradient.sample(remap(1000.0 / frametime, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
var viewport_rid := get_viewport().get_viewport_rid()
|
||
var frametime_cpu := RenderingServer.viewport_get_measured_render_time_cpu(viewport_rid) + RenderingServer.get_frame_setup_time_cpu()
|
||
frame_history_cpu.push_back(frametime_cpu)
|
||
if frame_history_cpu.size() > HISTORY_NUM_FRAMES:
|
||
frame_history_cpu.pop_front()
|
||
|
||
frametime_cpu_avg = frame_history_cpu.reduce(sum_func) / frame_history_cpu.size()
|
||
frame_history_cpu_avg.text = str(frametime_cpu_avg).pad_decimals(2)
|
||
frame_history_cpu_avg.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_cpu_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
var frametime_cpu_min: float = frame_history_cpu.min()
|
||
frame_history_cpu_min.text = str(frametime_cpu_min).pad_decimals(2)
|
||
frame_history_cpu_min.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_cpu_min, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
var frametime_cpu_max: float = frame_history_cpu.max()
|
||
frame_history_cpu_max.text = str(frametime_cpu_max).pad_decimals(2)
|
||
frame_history_cpu_max.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_cpu_max, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
frame_history_cpu_last.text = str(frametime_cpu).pad_decimals(2)
|
||
frame_history_cpu_last.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_cpu, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
var frametime_gpu := RenderingServer.viewport_get_measured_render_time_gpu(viewport_rid)
|
||
frame_history_gpu.push_back(frametime_gpu)
|
||
if frame_history_gpu.size() > HISTORY_NUM_FRAMES:
|
||
frame_history_gpu.pop_front()
|
||
|
||
frametime_gpu_avg = frame_history_gpu.reduce(sum_func) / frame_history_gpu.size()
|
||
frame_history_gpu_avg.text = str(frametime_gpu_avg).pad_decimals(2)
|
||
frame_history_gpu_avg.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_gpu_avg, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
var frametime_gpu_min: float = frame_history_gpu.min()
|
||
frame_history_gpu_min.text = str(frametime_gpu_min).pad_decimals(2)
|
||
frame_history_gpu_min.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_gpu_min, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
var frametime_gpu_max: float = frame_history_gpu.max()
|
||
frame_history_gpu_max.text = str(frametime_gpu_max).pad_decimals(2)
|
||
frame_history_gpu_max.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_gpu_max, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
frame_history_gpu_last.text = str(frametime_gpu).pad_decimals(2)
|
||
frame_history_gpu_last.modulate = frame_time_gradient.sample(remap(1000.0 / frametime_gpu, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
|
||
frames_per_second = 1000.0 / frametime_avg
|
||
fps_history.push_back(frames_per_second)
|
||
if fps_history.size() > HISTORY_NUM_FRAMES:
|
||
fps_history.pop_front()
|
||
|
||
fps.text = str(floor(frames_per_second)) + " FPS"
|
||
var frame_time_color := frame_time_gradient.sample(remap(frames_per_second, GRAPH_MIN_FPS, GRAPH_MAX_FPS, 0.0, 1.0))
|
||
fps.modulate = frame_time_color
|
||
|
||
frame_time.text = str(frametime).pad_decimals(2) + " mspf"
|
||
frame_time.modulate = frame_time_color
|
||
|
||
var vsync_string := ""
|
||
match DisplayServer.window_get_vsync_mode():
|
||
DisplayServer.VSYNC_ENABLED:
|
||
vsync_string = "V-Sync"
|
||
DisplayServer.VSYNC_ADAPTIVE:
|
||
vsync_string = "Adaptive V-Sync"
|
||
DisplayServer.VSYNC_MAILBOX:
|
||
vsync_string = "Mailbox V-Sync"
|
||
|
||
if Engine.max_fps > 0 or OS.low_processor_usage_mode:
|
||
# Display FPS cap determined by `Engine.max_fps` or low-processor usage mode sleep duration
|
||
# (the lowest FPS cap is used).
|
||
var low_processor_max_fps := roundi(1000000.0 / OS.low_processor_usage_mode_sleep_usec)
|
||
var fps_cap := low_processor_max_fps
|
||
if Engine.max_fps > 0:
|
||
fps_cap = mini(Engine.max_fps, low_processor_max_fps)
|
||
frame_time.text += " (cap: " + str(fps_cap) + " FPS"
|
||
|
||
if not vsync_string.is_empty():
|
||
frame_time.text += " + " + vsync_string
|
||
|
||
frame_time.text += ")"
|
||
else:
|
||
if not vsync_string.is_empty():
|
||
frame_time.text += " (" + vsync_string + ")"
|
||
|
||
frame_number.text = "Frame: " + str(Engine.get_frames_drawn())
|
||
|
||
frame_stats.text = str(
|
||
&"Draw calls: %d" % Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME),
|
||
&", Primitives: ", int(Performance.get_monitor(Performance.RENDER_TOTAL_PRIMITIVES_IN_FRAME)),
|
||
&", VRAM: %d" % snapped(Performance.get_monitor(Performance.RENDER_VIDEO_MEM_USED) * 0.000001, 1.0), &" MB")
|
||
|
||
last_tick = Time.get_ticks_usec()
|
||
|
||
|
||
## Captures a screenshot and saves it to the user folder in user://screenshots.
|
||
func do_screenshot() -> void:
|
||
await RenderingServer.frame_post_draw # Wait until frame is drawn
|
||
var image := get_viewport().get_texture().get_image()
|
||
|
||
# Fix image size for true pixel game, too small image output
|
||
if image.get_size().x != get_viewport().size.x or image.get_size().y != get_viewport().size.y:
|
||
image.resize(get_viewport().size.x, get_viewport().size.y, Image.INTERPOLATE_NEAREST)
|
||
|
||
if not image:
|
||
printerr("Failed to capture screen.")
|
||
return
|
||
|
||
# Ensure the screenshots directory exists
|
||
DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path("user://screenshots"))
|
||
|
||
var path := "user://screenshots/screenshot_%s.png" % Time.get_datetime_string_from_system().replace(":", "_")
|
||
var err := image.save_png(ProjectSettings.globalize_path(path))
|
||
|
||
if err == OK:
|
||
print_rich("🖵 [color=yellow]Screenshot saved to:[/color] ", ProjectSettings.globalize_path(path))
|
||
OS.shell_show_in_file_manager(ProjectSettings.globalize_path(path))
|
||
else:
|
||
printerr("Failed to save screenshot:", err)
|
||
|
||
|
||
|
||
func _on_visibility_changed() -> void:
|
||
if visible:
|
||
# Reset graphs to prevent them from looking strange before `HISTORY_NUM_FRAMES` frames
|
||
# have been drawn.
|
||
var frametime_last := (Time.get_ticks_usec() - last_tick) * 0.001
|
||
fps_history.resize(HISTORY_NUM_FRAMES)
|
||
fps_history.fill(1000.0 / frametime_last)
|
||
frame_history_total.resize(HISTORY_NUM_FRAMES)
|
||
frame_history_total.fill(frametime_last)
|
||
frame_history_cpu.resize(HISTORY_NUM_FRAMES)
|
||
var viewport_rid := get_viewport().get_viewport_rid()
|
||
frame_history_cpu.fill(RenderingServer.viewport_get_measured_render_time_cpu(viewport_rid) + RenderingServer.get_frame_setup_time_cpu())
|
||
frame_history_gpu.resize(HISTORY_NUM_FRAMES)
|
||
frame_history_gpu.fill(RenderingServer.viewport_get_measured_render_time_gpu(viewport_rid))
|