GameEngineJava/profiler/vis/Code/PixelTimeRange.js
2023-11-14 10:43:14 +01:00

61 lines
1.2 KiB
JavaScript
Vendored

class PixelTimeRange
{
constructor(start_us, span_us, span_px)
{
this.Span_px = span_px;
this.Set(start_us, span_us);
}
Set(start_us, span_us)
{
this.Start_us = start_us;
this.Span_us = span_us;
this.End_us = this.Start_us + span_us;
this.usPerPixel = this.Span_px / this.Span_us;
}
SetStart(start_us)
{
this.Start_us = start_us;
this.End_us = start_us + this.Span_us;
}
SetEnd(end_us)
{
this.End_us = end_us;
this.Start_us = end_us - this.Span_us;
}
SetPixelSpan(span_px)
{
this.Span_px = span_px;
this.usPerPixel = this.Span_px / this.Span_us;
}
PixelOffset(time_us)
{
return Math.floor((time_us - this.Start_us) * this.usPerPixel);
}
PixelSize(time_us)
{
return Math.floor(time_us * this.usPerPixel);
}
TimeAtPosition(position)
{
return this.Start_us + position / this.usPerPixel;
}
Clone()
{
return new PixelTimeRange(this.Start_us, this.Span_us, this.Span_px);
}
SetAsUniform(gl, program)
{
glSetUniform(gl, program, "inTimeRange.msStart", this.Start_us / 1000.0);
glSetUniform(gl, program, "inTimeRange.msPerPixel", this.usPerPixel * 1000.0);
}
}