Terrible hacky SolveCubic.
[ipdf/code.git] / src / main.h
index ee8076a..9e48967 100644 (file)
 #include "document.h"
 #include "view.h"
 #include "screen.h"
+#include <unistd.h>
 
 
 using namespace std;
 using namespace IPDF;
 
-inline void MainLoop(Document & doc)
+inline void OverlayBMP(Document & doc, const char * input, const char * output, const Rect & bounds = Rect(0,0,1,1), const Colour & c = Colour(0.f,0.f,0.f,1.f))
 {
-       View view(doc);
+
        Screen scr;
+       View view(doc, scr, bounds, c);
+       if (input != NULL)
+               scr.RenderBMP(input);
+       view.Render();
+       if (output != NULL)
+               scr.ScreenShot(output);
+       scr.Present();
+}
+
+// It is the only way.
+void RatCatcher(int x, int y, int buttons, int wheel, Screen * scr, View * view)
+{
+       static bool oldButtonDown = false;
+       static int oldx, oldy;
+       if (buttons == 3 && !oldButtonDown)
+       {
+               oldButtonDown = true;
+               view->ToggleGPUTransform();
+               oldx = x;
+               oldy = y;
+               return;
+       }
+       if (buttons == 2 && !oldButtonDown)
+       {
+               oldButtonDown = true;
+               view->ToggleGPURendering();
+               oldx = x;
+               oldy = y;
+       }
+       if (buttons && !oldButtonDown)
+       {
+               // We're beginning a drag.
+               oldButtonDown = true;
+               oldx = x;
+               oldy = y;
+               scr->SetMouseCursor(Screen::CursorMove);
+       }
+       if (buttons)
+       {
+               #if REAL >= REAL_RATIONAL
+                       view->Translate(Real(oldx, scr->ViewportWidth()) -Real(x,scr->ViewportWidth()), Real(oldy, scr->ViewportHeight()) - Real(y,scr->ViewportHeight()));
+               #else                   
+                       view->Translate(Real(oldx-x)/Real(scr->ViewportWidth()), Real(oldy-y)/Real(scr->ViewportHeight()));
+               #endif
+       }
+       else
+       {
+               oldButtonDown = false;
+               scr->SetMouseCursor(Screen::CursorArrow);
+       }
+       oldx = x;
+       oldy = y;
+               
+       if (wheel)
+       {
+               #if REAL >= REAL_RATIONAL
+                       view->ScaleAroundPoint(Real(x,scr->ViewportWidth()), Real(y,scr->ViewportHeight()), Real(20-wheel, 20));
+               #else
+                       view->ScaleAroundPoint(Real(x)/Real(scr->ViewportWidth()),Real(y)/Real(scr->ViewportHeight()), Real(expf(-wheel/20.f)));
+               #endif
+       
+       }
+}
+
+
+inline void MainLoop(Document & doc, Screen & scr, View & view)
+{
+       // order is important... segfaults occur when screen (which inits GL) is not constructed first -_-
+
+       scr.DebugFontInit("DejaVuSansMono.ttf");
+       scr.SetMouseHandler(RatCatcher);
+
+       double total_cpu_time = 0;
+       double total_gpu_time = 0;
+       double total_real_time = 0;
+       struct timespec real_clock_start;
+       struct timespec real_clock_now;
+       struct timespec real_clock_prev;
+       clock_gettime(CLOCK_MONOTONIC_RAW, &real_clock_start);
+       real_clock_now = real_clock_start;
+       double frames = 0;
+       double data_rate = 1; // period between data output to stdout (if <= 0 there will be no output)
+       uint64_t data_points = 0;
+       setbuf(stdout, NULL);
        while (scr.PumpEvents())
        {
-               view.Render();
+               real_clock_prev = real_clock_now;
+               ++frames;
+               scr.Clear();
+               //view.ForceBoundsDirty();
+               //view.ForceBufferDirty();
+               //view.ForceRenderDirty();
+
+               view.Render(scr.ViewportWidth(), scr.ViewportHeight());
+
+               double cpu_frame = scr.GetLastFrameTimeCPU();
+               double gpu_frame = scr.GetLastFrameTimeGPU();
+               clock_gettime(CLOCK_MONOTONIC_RAW, &real_clock_now);
+               double real_frame = (real_clock_now.tv_sec - real_clock_prev.tv_sec) + 1e-9*(real_clock_now.tv_nsec - real_clock_prev.tv_nsec);
+
+
+               total_real_time += real_frame; total_cpu_time += cpu_frame; total_gpu_time += gpu_frame;
+               if (data_rate > 0 && total_real_time > data_rate*(data_points+1)) 
+               {
+                       printf("%lu\t%f\t%f\t%f\t%f\t%f\t%f\n", (long unsigned int)frames, total_real_time, total_cpu_time, total_gpu_time, real_frame, cpu_frame, gpu_frame);
+                       data_points++;
+               }
+               scr.DebugFontPrintF("Rendered frame %lu\n", (uint64_t)frames);
+               scr.DebugFontPrintF("[CPU] Render took %lf ms (%lf FPS) (total %lf s, avg FPS %lf)\n", cpu_frame*1e3, 1.0/cpu_frame, total_cpu_time,frames/total_cpu_time);
+               scr.DebugFontPrintF("[GPU] Render took %lf ms (%lf FPS) (total %lf s, avg FPS %lf)\n", gpu_frame*1e3, 1.0/gpu_frame, total_gpu_time, frames/total_gpu_time);
+               scr.DebugFontPrintF("[REALTIME] Render+Present+Cruft took %lf ms (%lf FPS) (total %lf s, avg FPS %lf)\n", real_frame*1e3, 1.0/real_frame, total_real_time,frames/total_real_time);
+               scr.DebugFontPrintF("View bounds: %s\n", view.GetBounds().Str().c_str());
+               scr.DebugFontPrintF("type of Real == %s\n", g_real_name[REAL]);
+
+               if (view.UsingGPUTransform())
+               {
+                       scr.DebugFontPrint("Doing coordinate transform on the GPU.\n");
+               }
+               else
+               {
+                       scr.DebugFontPrint("Doing coordinate transform on the CPU.\n");
+               }
+               if (view.UsingGPURendering())
+               {
+                       scr.DebugFontPrint("Doing rendering using GPU.\n");
+               }
+               else
+               {
+                       scr.DebugFontPrint("Doing rendering using CPU.\n");
+               }
                scr.Present();
        }
 }

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