65 lines
1.7 KiB
C++

#pragma once
#include <thread>
#include <vector>
#include "fps_class.h"
#include "object.h"
#include <intrin.h> // Pour __cpuid
#include <dxgi.h> // Pour DXGI
#include <mutex>
#pragma comment(lib, "dxgi.lib")
class stats
{
public:
stats();
~stats();
bool initialize(application_class* app);
void update_geometric_stats();
void update_visible_count();
void update_display_stats();
int get_total_vertex_count() const;
int get_total_triangle_count() const;
int get_visible_triangle_count() const;
int get_current_fps() const { return current_fps_; };
int get_min_fps() const { return min_fps_; };
int get_max_fps() const { return max_fps_; };
float get_frame_time() const { return current_frame_time_;};
int get_draw_calls() const { return drawcalls_; };
void increment_draw_call_count() { drawcalls_++; };
void reset_draw_call_count() { drawcalls_ = 0; };
std::string get_cpu_name();
std::string get_gpu_driver_version(ID3D11Device* device);
std::shared_ptr<int>& get_vertex_count_ptr() { return total_vertex_count_; }
std::shared_ptr<int>& get_triangle_count_ptr() { return total_triangle_count_; }
private:
std::thread update_display_thread_;
fps_class* fps_;
int drawcalls_;
application_class* app_;
std::vector<object*> object_vec_;
std::vector<object*> cubes_vec_;
std::vector<object*> terrain_chunk_vec_;
std::shared_ptr<int> total_vertex_count_;
std::shared_ptr<int> total_triangle_count_;
int visible_triangle_count_ = 0;
int current_fps_ = 0;
int min_fps_ = 0;
int max_fps_ = 0;
float current_frame_time_ = 0.0f;
};