currentAction.type = AT_ScreenShot;
inp >> currentAction.textargs;
}
- else if (actionType == "printfps")
+ else if (actionType == "printspf")
{
- currentAction.type = AT_PrintFPS;
+ currentAction.type = AT_PrintSPF;
currentAction.iz = currentAction.loops;
- m_fps_cpu_mean = 0;
- m_fps_gpu_mean = 0;
- m_fps_cpu_stddev = 0;
- m_fps_gpu_stddev = 0;
+ m_spf_cpu_mean = 0;
+ m_spf_gpu_mean = 0;
+ m_spf_cpu_stddev = 0;
+ m_spf_gpu_stddev = 0;
}
else if (actionType == "printbounds")
{
case AT_WaitFrame:
break;
case AT_Translate:
- view->Translate(currentAction.x, currentAction.y);
+ view->Translate(Double(currentAction.x), Double(currentAction.y));
break;
case AT_TranslatePx:
view->Translate(Real(currentAction.ix)/Real(scr->ViewportWidth()), Real(currentAction.iy)/Real(scr->ViewportHeight()));
break;
case AT_Zoom:
- view->ScaleAroundPoint(currentAction.x, currentAction.y, currentAction.z);
+ view->ScaleAroundPoint(Double(currentAction.x), Double(currentAction.y), Double(currentAction.z));
break;
case AT_ZoomPx:
- view->ScaleAroundPoint(Real(currentAction.ix)/Real(scr->ViewportWidth()),Real(currentAction.iy)/Real(scr->ViewportHeight()), Real(expf(-currentAction.iz/20.f)));
+ view->ScaleAroundPoint(Real(currentAction.ix)/Real(scr->ViewportWidth()),Real(currentAction.iy)/Real(scr->ViewportHeight()), exp(Real(-currentAction.iz)/Real(20)));
break;
case AT_SetGPURendering:
view->SetGPURendering(true);
VReal s = target.w/(view->GetBounds().w);
- if (Real(s) != 1)
+ if (s != VReal(1))
{
VReal x0;
VReal y0;
x0 = (view->GetBounds().x - target.x)/((s - VReal(1))*view->GetBounds().w);
y0 = (view->GetBounds().y - target.y)/((s - VReal(1))*view->GetBounds().h);
- view->ScaleAroundPoint(x0, y0, s);
+ view->ScaleAroundPoint(Double(x0), Double(y0), Double(s));
currentAction.loops++;
}
else
target.w += view->GetBounds().w;
target.h += view->GetBounds().h;
VReal s = target.w/(view->GetBounds().w);
- if (Real(s) != 1)
+ if (s != VReal(1))
{
VReal x0;
VReal y0;
x0 = (view->GetBounds().x - target.x)/((s - VReal(1))*view->GetBounds().w);
y0 = (view->GetBounds().y - target.y)/((s - VReal(1))*view->GetBounds().h);
- view->ScaleAroundPoint(x0, y0, s);
+ view->ScaleAroundPoint(Double(x0), Double(y0), Double(s));
currentAction.loops++;
}
else
currentAction.loops = 1;
break;
}
- case AT_PrintFPS:
+ case AT_PrintSPF:
{
// Using a (apparently) Soviet trick to calculate the stddev in one pass
// This was my favourite algorithm in my Physics honours project
if (currentAction.loops <= 1)
{
double n = double(currentAction.iz);
- m_fps_cpu_mean /= n;
- m_fps_gpu_mean /= n;
+ m_spf_cpu_mean /= n;
+ m_spf_gpu_mean /= n;
- m_fps_cpu_stddev = sqrt(m_fps_cpu_stddev / n - m_fps_cpu_mean*m_fps_cpu_mean);
- m_fps_gpu_stddev = sqrt(m_fps_gpu_stddev / n - m_fps_gpu_mean*m_fps_gpu_mean);
+ m_spf_cpu_stddev = sqrt(m_spf_cpu_stddev / n - m_spf_cpu_mean*m_spf_cpu_mean);
+ m_spf_gpu_stddev = sqrt(m_spf_gpu_stddev / n - m_spf_gpu_mean*m_spf_gpu_mean);
printf("%d\t%f\t%f\t%f\t%f\n", currentAction.iz,
- m_fps_gpu_mean, m_fps_gpu_stddev,
- m_fps_cpu_mean, m_fps_cpu_stddev);
+ m_spf_gpu_mean, m_spf_gpu_stddev,
+ m_spf_cpu_mean, m_spf_cpu_stddev);
}
else
{
- double fps_cpu = 1.0/scr->GetLastFrameTimeCPU();
- double fps_gpu = 1.0/scr->GetLastFrameTimeGPU();
+ double spf_cpu = scr->GetLastFrameTimeCPU();
+ double spf_gpu = scr->GetLastFrameTimeGPU();
- m_fps_cpu_mean += fps_cpu;
- m_fps_gpu_mean += fps_gpu;
+ m_spf_cpu_mean += spf_cpu;
+ m_spf_gpu_mean += spf_gpu;
- m_fps_cpu_stddev += fps_cpu*fps_cpu;
- m_fps_gpu_stddev += fps_gpu*fps_gpu;
+ m_spf_cpu_stddev += spf_cpu*spf_cpu;
+ m_spf_gpu_stddev += spf_gpu*spf_gpu;
}
break;
}
case AT_PrintBounds:
{
- printf("%s\t%s\t%s\t%s\n", Str(view->GetBounds().x).c_str(), Str(view->GetBounds().y).c_str(), Str(view->GetBounds().w).c_str(), Str(view->GetBounds().h).c_str());
+ printf("%s\t%s\t%s\t%s\t%s\t%s\n", Str(view->GetBounds().x).c_str(), Str(view->GetBounds().y).c_str(), Str(view->GetBounds().w).c_str(), Str(view->GetBounds().h).c_str(), Str(Log10(view->GetBounds().w)).c_str(), Str(Log10(view->GetBounds().h)).c_str());
break;
}
case AT_ProfileDisplay:
now.view_bounds = view->GetBounds();
// object_count clock delta_clock x Log10(x) y Log10(y) w Log10(w) Size(w)
- #ifdef QUADTREE_DISABLED
+ //#ifdef QUADTREE_DISABLED
printf("%d\t%llu\t%llu\t%s\t%s\t%s\t%s\t%s\t%s\t%u\n",
now.object_count, (long long unsigned)now.clock,
(long long unsigned)(now.clock - m_perf_last.clock),
- Str(now.view_bounds.x).c_str(), Str(Log10(Abs(now.view_bounds.x))).c_str(),
+ "", "", "", "", "", "", 0);
+ /*Str(now.view_bounds.x).c_str(), Str(Log10(Abs(now.view_bounds.x))).c_str(),
Str(now.view_bounds.y).c_str(), Str(Log10(Abs(now.view_bounds.y))).c_str(),
Str(now.view_bounds.w).c_str(), Str(Log10(now.view_bounds.w)).c_str(),
- (unsigned)Size(now.view_bounds.w));
- #endif
+ (unsigned)Size(now.view_bounds.w));*/
+ //#endif
m_perf_last = now;
}