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))
+// 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)
{
- // order is important... segfaults occur when screen (which inits GL) is not constructed first -_-
- Screen scr;
- View view(doc,scr, bounds, c);
- scr.DebugFontInit("DejaVuSansMono.ttf");
- scr.SetMouseHandler([&](int x, int y, int buttons, int wheel) // [?] seriously WTF
+ static bool oldButtonDown = false;
+ static int oldx, oldy;
+ if (buttons == 3 && !oldButtonDown)
{
- 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);
- }
+ 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)
+ {
+ view->Translate(Real(oldx-x)/Real(scr->ViewportWidth()), Real(oldy-y)/Real(scr->ViewportHeight()));
+ }
+ 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
-
- }
+ if (wheel)
+ {
+ 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, int max_frames = -1)
+{
+ // order is important... segfaults occur when screen (which inits GL) is not constructed first -_-
+
+ scr.DebugFontInit("fonts/DejaVuSansMono.ttf");
+ scr.SetMouseHandler(RatCatcher);
double total_cpu_time = 0;
double total_gpu_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;
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);
+ 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("Lazy Rendering = %d\n", view.UsingLazyRendering());
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]);
+ scr.DebugFontPrintF("type of Real == %s\n", g_real_name[REALTYPE]);
+ //#if REALTYPE == REAL_MPFRCPP
+ // scr.DebugFontPrintf("Precision: %s\nRounding: %s\n");
+ //#endif
if (view.UsingGPUTransform())
{