#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();
+}
+
+inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const Colour & c = Colour(0.f,0.f,0.f,1.f))
+{
+ // order is important... segfaults occur when screen (which inits GL) is not constructed first -_-
Screen scr;
- scr.SetMouseHandler([&](int x, int y, int buttons, int wheel)
+ View view(doc,scr, bounds, c);
+ scr.DebugFontInit("DejaVuSansMono.ttf");
+ scr.SetMouseHandler([&](int x, int y, int buttons, int wheel) // [?] wtf
{
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.
}
}
);
+
+ 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", (uint64_t)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());
+
+ 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();
}
}