#include "document.h"
#include "view.h"
#include "screen.h"
+#include "debugscript.h"
#include <unistd.h>
using namespace std;
using namespace IPDF;
+
+extern const char *script_filename;
+
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))
{
}
// It is the only way.
+// Dear god what have I done
void RatCatcher(int x, int y, int buttons, int wheel, Screen * scr, View * view)
{
static bool oldButtonDown = false;
}
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
+ view->Translate(Real(oldx-x)/Real(scr->ViewportWidth()), Real(oldy-y)/Real(scr->ViewportHeight()));
}
else
{
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
-
+ view->ScaleAroundPoint(Real(x)/Real(scr->ViewportWidth()),Real(y)/Real(scr->ViewportHeight()), Real(expf(-wheel/20.f)));
}
}
-inline void MainLoop(Document & doc, Screen & scr, View & view)
+void MainLoop(Document & doc, Screen & scr, View & view, int max_frames = -1)
{
// order is important... segfaults occur when screen (which inits GL) is not constructed first -_-
+ DebugScript script;
scr.DebugFontInit("fonts/DejaVuSansMono.ttf");
scr.SetMouseHandler(RatCatcher);
+ if (script_filename)
+ {
+ script.Load(script_filename);
+ }
+
double total_cpu_time = 0;
double total_gpu_time = 0;
double total_real_time = 0;
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)
+ double data_rate = 0; // period between data output to stdout (if <= 0 there will be no output)
uint64_t data_points = 0;
setbuf(stdout, NULL);
- while (scr.PumpEvents())
+ int frame_number = 0;
+ while (scr.PumpEvents() && (max_frames < 0 || frame_number++ < max_frames))
{
real_clock_prev = real_clock_now;
++frames;
//view.ForceBufferDirty();
//view.ForceRenderDirty();
+ if (script_filename)
+ {
+ if (script.Execute(&view, &scr))
+ return;
+ }
+
view.Render(scr.ViewportWidth(), scr.ViewportHeight());
double cpu_frame = scr.GetLastFrameTimeCPU();
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("Lazy Rendering = %d\n", view.UsingLazyRendering());
+ if (cpu_frame > 0 && total_cpu_time > 0)
+ 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);
+ if (gpu_frame > 0 && total_gpu_time > 0)
+ 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);
+ if (real_frame > 0 && total_real_time > 0)
+ 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]);
+ scr.DebugFontPrintF("type of Real == %s\n", g_real_name[REALTYPE]);
+ //#if REALTYPE == REAL_MPFRCPP
+ // scr.DebugFontPrintf("Precision: %s\nRounding: %s\n");
+ //#endif
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ scr.DebugFontPrint("Doing cumulative coordinate transforms on Objects.\n");
+ #else
if (view.UsingGPUTransform())
{
scr.DebugFontPrint("Doing coordinate transform on the GPU.\n");
{
scr.DebugFontPrint("Doing coordinate transform on the CPU.\n");
}
+ #endif
+
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ scr.DebugFontPrint("Beziers have been transformed to Path\n");
+ #endif
+
+
if (view.UsingGPURendering())
{
scr.DebugFontPrint("Doing rendering using GPU.\n");