Adding Perfomance monitor, Adding screenshot to README.md

This commit is contained in:
Nigel Barink 2023-05-20 22:08:43 +02:00
parent 08e1c3248b
commit 5006149c8d
3 changed files with 24 additions and 2 deletions

BIN
PBR_Screenshot.png (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -1,5 +1,16 @@
# Learn OpenGL # Learn OpenGL
![OpenGL logo](https://www.opengl.org/sdk/inc/img/opengl_logo.png) ![OpenGL logo](https://www.opengl.org/sdk/inc/img/opengl_logo.png)
## Screenshot :)
![PBR!!](PBR_Screenshot.png)
## Resources Used ## Resources Used
[learnopengl.com](learnopengl.com) \ [learnopengl.com](learnopengl.com) \
[en.cppreference.com](en.cppreference.com) [en.cppreference.com](en.cppreference.com)

View File

@ -9,6 +9,7 @@
#include <imgui.h> #include <imgui.h>
#include <backends/imgui_impl_glfw.h> #include <backends/imgui_impl_glfw.h>
#include <backends/imgui_impl_opengl3.h> #include <backends/imgui_impl_opengl3.h>
#include <chrono>
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h> #include <stb_image.h>
@ -78,7 +79,7 @@ public:
float currentFrame = glfwGetTime(); float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame; deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame; lastFrame = currentFrame;
int fps = 1000 / (std::round(deltaTime/ 0.001) * 0.001);
glfwPollEvents(); glfwPollEvents();
processInput(window.ptr()); processInput(window.ptr());
renderer.Render(scene); renderer.Render(scene);
@ -89,6 +90,13 @@ public:
ImGui::NewFrame(); ImGui::NewFrame();
ImGui::ShowDemoWindow(nullptr); ImGui::ShowDemoWindow(nullptr);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.0f, 0.0f, 0.0f, 0.6f));
ImGui::Begin("##Performance");
ImGui::Text("Frame time: %5.3f", deltaTime);
ImGui::Text("FPS: %d", fps );
ImGui::End();
ImGui::PopStyleColor();
ImGui::Render(); ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
@ -110,7 +118,7 @@ void processInput( GLFWwindow* window)
if(glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS) if(glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
const float CameraSpeed = 0.5f * deltaTime; const float CameraSpeed = 0.8f * deltaTime;
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
scene.MainCamera.ProcessKeyboard(FORWARD, CameraSpeed); scene.MainCamera.ProcessKeyboard(FORWARD, CameraSpeed);
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)