cesium
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
121 lines (105 loc) • 4.19 kB
JavaScript
import defaultValue from '../Core/defaultValue.js';
import defined from '../Core/defined.js';
import destroyObject from '../Core/destroyObject.js';
import DeveloperError from '../Core/DeveloperError.js';
import getTimestamp from '../Core/getTimestamp.js';
import getElement from '../Widgets/getElement.js';
/**
* @private
*/
function PerformanceDisplay(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
var container = getElement(options.container);
//>>includeStart('debug', pragmas.debug);
if (!defined(container)) {
throw new DeveloperError('container is required');
}
//>>includeEnd('debug');
this._container = container;
var display = document.createElement('div');
display.className = 'cesium-performanceDisplay';
var fpsElement = document.createElement('div');
fpsElement.className = 'cesium-performanceDisplay-fps';
this._fpsText = document.createTextNode('');
fpsElement.appendChild(this._fpsText);
var msElement = document.createElement('div');
msElement.className = 'cesium-performanceDisplay-ms';
this._msText = document.createTextNode('');
msElement.appendChild(this._msText);
display.appendChild(msElement);
display.appendChild(fpsElement);
this._container.appendChild(display);
this._lastFpsSampleTime = getTimestamp();
this._lastMsSampleTime = getTimestamp();
this._fpsFrameCount = 0;
this._msFrameCount = 0;
this._throttled = false;
var throttledElement = document.createElement('div');
throttledElement.className = 'cesium-performanceDisplay-throttled';
this._throttledText = document.createTextNode('');
throttledElement.appendChild(this._throttledText);
display.appendChild(throttledElement);
}
Object.defineProperties(PerformanceDisplay.prototype, {
/**
* The display should indicate the FPS is being throttled.
* @memberof PerformanceDisplay.prototype
*
* @type {Boolean}
*/
throttled : {
get : function() {
return this._throttled;
},
set : function(value) {
if (this._throttled === value) {
return;
}
if (value) {
this._throttledText.nodeValue = '(throttled)';
} else {
this._throttledText.nodeValue = '';
}
this._throttled = value;
}
}
});
/**
* Update the display. This function should only be called once per frame, because
* each call records a frame in the internal buffer and redraws the display.
*
* @param {Boolean} [renderedThisFrame=true] If provided, the FPS count will only update and display if true.
*/
PerformanceDisplay.prototype.update = function(renderedThisFrame) {
var time = getTimestamp();
var updateDisplay = defaultValue(renderedThisFrame, true);
this._fpsFrameCount++;
var fpsElapsedTime = time - this._lastFpsSampleTime;
if (fpsElapsedTime > 1000) {
var fps = 'N/A';
if (updateDisplay) {
fps = this._fpsFrameCount * 1000 / fpsElapsedTime | 0;
}
this._fpsText.nodeValue = fps + ' FPS';
this._lastFpsSampleTime = time;
this._fpsFrameCount = 0;
}
this._msFrameCount++;
var msElapsedTime = time - this._lastMsSampleTime;
if (msElapsedTime > 200) {
var ms = 'N/A';
if (updateDisplay) {
ms = (msElapsedTime / this._msFrameCount).toFixed(2);
}
this._msText.nodeValue = ms + ' MS';
this._lastMsSampleTime = time;
this._msFrameCount = 0;
}
};
/**
* Destroys the WebGL resources held by this object.
*/
PerformanceDisplay.prototype.destroy = function() {
return destroyObject(this);
};
export default PerformanceDisplay;