#include #include "loader/component_loader.hpp" #include "game/game.hpp" #include "game/dvars.hpp" #include #include #include namespace fps { namespace { float fps_color_good[4] = { 0.6f, 1.0f, 0.0f, 1.0f }; float fps_color_ok[4] = { 1.0f, 0.7f, 0.3f, 1.0f }; float fps_color_bad[4] = { 1.0f, 0.3f, 0.3f, 1.0f }; //float origin_color[4] = { 1.0f, 0.67f, 0.13f, 1.0f }; float ping_color[4] = { 1.0f, 1.0f, 1.0f, 0.65f }; struct cg_perf_data { std::chrono::time_point perf_start; std::int32_t current_ms{}; std::int32_t previous_ms{}; std::int32_t frame_ms{}; std::int32_t history[32]{}; std::int32_t count{}; std::int32_t index{}; std::int32_t instant{}; std::int32_t total{}; float average{}; float variance{}; std::int32_t min{}; std::int32_t max{}; }; cg_perf_data cg_perf = cg_perf_data(); void perf_calc_fps(cg_perf_data* data, const std::int32_t value) { data->history[data->index % 32] = value; data->instant = value; data->min = 0x7FFFFFFF; data->max = 0; data->average = 0.0f; data->variance = 0.0f; data->total = 0; for (auto i = 0; i < data->count; ++i) { const std::int32_t idx = (data->index - i) % 32; if (idx < 0) { break; } data->total += data->history[idx]; if (data->min > data->history[idx]) { data->min = data->history[idx]; } if (data->max < data->history[idx]) { data->max = data->history[idx]; } } data->average = static_cast(data->total) / static_cast(data->count); ++data->index; } void perf_update() { cg_perf.count = 32; cg_perf.current_ms = static_cast(std::chrono::duration_cast( std::chrono::high_resolution_clock::now() - cg_perf.perf_start).count()); cg_perf.frame_ms = cg_perf.current_ms - cg_perf.previous_ms; cg_perf.previous_ms = cg_perf.current_ms; perf_calc_fps(&cg_perf, cg_perf.frame_ms); utils::hook::invoke(SELECT_VALUE(0x1405487A0, 0x1406575A0)); // H1(1.4) } void cg_draw_fps() { const auto* draw_fps = game::Dvar_FindVar("cg_drawFPS"); if (draw_fps && draw_fps->current.integer > 0 /*&& game::CL_IsCgameInitialized()*/) { const auto fps = static_cast(static_cast(1000.0f / static_cast(cg_perf. average)) + 9.313225746154785e-10); auto* font = game::R_RegisterFont("fonts/fira_mono_regular.ttf", 19); if (!font) return; const auto* const fps_string = utils::string::va("%i", fps); const auto scale = 1.0f; const auto x = (game::ScrPlace_GetViewPlacement()->realViewportSize[0] - 10.0f) - game::R_TextWidth( fps_string, 0x7FFFFFFF, font) * scale; const auto y = font->pixelHeight * 1.2f; const auto fps_color = fps >= 60 ? fps_color_good : (fps >= 30 ? fps_color_ok : fps_color_bad); game::R_AddCmdDrawText(fps_string, 0x7FFFFFFF, font, x, y, scale, scale, 0.0f, fps_color, 6); } } void cg_draw_ping() { const auto* draw_ping = game::Dvar_FindVar("cg_drawPing"); if (draw_ping && draw_ping->current.integer > 0 && game::CL_IsCgameInitialized()) { const auto ping = *reinterpret_cast(0x142D106F0); // H1MP(1.4) auto* font = game::R_RegisterFont("fonts/consolefont", 20); if (!font) return; auto* const ping_string = utils::string::va("Ping: %i", ping); const auto scale = 1.0f; const auto x = (game::ScrPlace_GetViewPlacement()->realViewportSize[0] - 375.0f) - game::R_TextWidth( ping_string, 0x7FFFFFFF, font) * scale; const auto y = font->pixelHeight * 1.2f; game::R_AddCmdDrawText(ping_string, 0x7FFFFFFF, font, x, y, scale, scale, 0.0f, ping_color, 6); } } void cg_draw_fps_register_stub(const char* name, const char** _enum, const int value, unsigned int /*flags*/, const char* desc) { game::Dvar_RegisterEnum(name, _enum, value, game::DVAR_FLAG_SAVED); } } class component final : public component_interface { public: void post_unpack() override { if (game::environment::is_dedi()) { return; } // fps setup cg_perf.perf_start = std::chrono::high_resolution_clock::now(); utils::hook::call(SELECT_VALUE(0x14018D261, 0x14025B747), &perf_update); // H1(1.4) // change cg_drawfps flags to saved utils::hook::call(SELECT_VALUE(0x140139F48, 0x1401A4B8E), &cg_draw_fps_register_stub); //h1sp scheduler::loop(cg_draw_fps, scheduler::pipeline::renderer); if (game::environment::is_mp()) { // fix ping value utils::hook::nop(0x14025AC41, 2); // H1MP(1.4) dvars::register_int("cg_drawPing", 0, 0, 1, game::DVAR_FLAG_SAVED, true); scheduler::loop(cg_draw_ping, scheduler::pipeline::renderer); } } }; } REGISTER_COMPONENT(fps::component)