X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fmain.h;h=108e392a33d03e8547e3798fd8011044ef1b2652;hp=0d181c5978f0a3887621b48ab89734b2f4f46fb1;hb=326f04a375ce3120f7e8957e3d7cd5f296f513e3;hpb=d3e941df79b54b698a5b8a1d4763346c4d6eb3d7 diff --git a/src/main.h b/src/main.h index 0d181c5..108e392 100644 --- a/src/main.h +++ b/src/main.h @@ -3,12 +3,16 @@ #include "document.h" #include "view.h" #include "screen.h" +#include "debugscript.h" #include 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)) { @@ -22,57 +26,66 @@ inline void OverlayBMP(Document & doc, const char * input, const char * 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)) +// 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) // [?] 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) - { - view.Translate(Real(oldx-x)/Real(scr.ViewportWidth()), Real(oldy-y)/Real(scr.ViewportHeight())); - } - 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) - { - view.ScaleAroundPoint(Real(x)/Real(scr.ViewportWidth()),Real(y)/Real(scr.ViewportHeight()), expf(-wheel/20.f)); - } + if (wheel) + { + view->ScaleAroundPoint(Real(x)/Real(scr->ViewportWidth()),Real(y)/Real(scr->ViewportHeight()), Real(expf(-wheel/20.f))); + } +} + + +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; @@ -83,10 +96,11 @@ inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const 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; @@ -95,6 +109,12 @@ inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const //view.ForceBufferDirty(); //view.ForceRenderDirty(); + if (script_filename) + { + if (script.Execute(&view, &scr)) + return; + } + view.Render(scr.ViewportWidth(), scr.ViewportHeight()); double cpu_frame = scr.GetLastFrameTimeCPU(); @@ -106,15 +126,27 @@ inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const 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("[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[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"); @@ -123,6 +155,13 @@ inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const { 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");