UP-Viagg-io/Viagg-io/Assets/Packages/Graphy - Ultimate Stats Mon.../Runtime/Ram/G_RamGraph.cs

264 lines
9.2 KiB
C#

/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* 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;
namespace Tayx.Graphy.Ram
{
public class G_RamGraph : G_Graph
{
#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;
[SerializeField] private bool m_isInitialized = false;
#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 Update()
{
UpdateGraph();
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if( m_shaderGraphAllocated == null
|| m_shaderGraphReserved == null
|| m_shaderGraphMono == null )
{
/*
* Note: this is fine, since we don't much care what granularity we use if the graph
* has not been initialized, i.e. it's disabled. There is no chance that for some reason
* parameters will not stay up to date if at some point in the future the graph is enabled:
* at the end of Init(), UpdateParameters() is called again.
*/
return;
}
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()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if( !m_isInitialized )
{
Init();
}
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.ShaderArrayValues[ i ] = m_allocatedArray[ i ] / m_highestMemory;
m_shaderGraphReserved.ShaderArrayValues[ i ] = m_reservedArray[ i ] / m_highestMemory;
m_shaderGraphMono.ShaderArrayValues[ i ] = m_monoArray[ i ] / m_highestMemory;
}
m_shaderGraphAllocated.UpdatePoints();
m_shaderGraphReserved.UpdatePoints();
m_shaderGraphMono.UpdatePoints();
}
protected override void CreatePoints()
{
if( m_shaderGraphAllocated.ShaderArrayValues == null ||
m_shaderGraphAllocated.ShaderArrayValues.Length != m_resolution )
{
m_allocatedArray = new float[m_resolution];
m_reservedArray = new float[m_resolution];
m_monoArray = new float[m_resolution];
m_shaderGraphAllocated.ShaderArrayValues = new float[m_resolution];
m_shaderGraphReserved.ShaderArrayValues = new float[m_resolution];
m_shaderGraphMono.ShaderArrayValues = new float[m_resolution];
}
for( int i = 0; i < m_resolution; i++ )
{
m_shaderGraphAllocated.ShaderArrayValues[ i ] = 0;
m_shaderGraphReserved.ShaderArrayValues[ i ] = 0;
m_shaderGraphMono.ShaderArrayValues[ 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.UpdateArrayValuesLength();
m_shaderGraphReserved.UpdateArrayValuesLength();
m_shaderGraphMono.UpdateArrayValuesLength();
// 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();
m_isInitialized = true;
}
#endregion
}
}