Example #1
0
static int run_map_thread(tribuf *tb)
{
	set_threadname("render");

	struct point_data *pd = new_point_data(opts.rational_julia?4:2);
	unsigned int beats = beat_get_count();
	unsigned int tick0, fps_oldtime, frmcnt=0, last_beat_time = 0;
	tick0 = fps_oldtime = SDL_GetTicks();

	unsigned int fpstimes[40]; for(int i=0; i<40; i++) fpstimes[i] = 0;

	uint16_t *map_src = tribuf_get_read_nolock(tb);
    while(running) {
		frmcnt++;

		if((tick0-SDL_GetTicks())*opts.maxsrc_rate + (maxfrms*1000) > 1000) {
			audio_data ad; audio_get_samples(&ad);
			maxsrc_update(maxsrc, ad.data, ad.len);
			audio_finish_samples();
			maxfrms++;
		}

		uint16_t *map_dest = tribuf_get_write(tb);
		map_func(map_dest, map_src, im_w, im_h, pd);
		maxblend(map_dest, maxsrc_get(maxsrc), im_w, im_h);

		tribuf_finish_write(tb);
		map_src=map_dest;

		unsigned int now = SDL_GetTicks() - tick0;
		float fpsd = (now - fpstimes[frmcnt%40])/1000.0f;
		fpstimes[frmcnt%40] = now;
		map_fps = 40.0f / fpsd;

		unsigned int newbeat = beat_get_count();
		if(newbeat != beats && now - last_beat_time > 1000) {
			last_beat_time = now;
			update_points(pd, now, 1);
		} else update_points(pd, now, 0);
		beats = newbeat;

		if(map_fps > 750)
			SDL_Delay(1); // hard limit ourselves because 1500FPS is just pointless use of CPU (except of course to say that we can do it)
							// also if we run at more that 1000FPS the point motion code might blow up without the microsecond accurate timers...
							// high threshhold because we want it high enough that we don't notice if we jitter back
							// and fourth across it
    }
	return 0;
}
Example #2
0
void render_frame(GLboolean debug_maxsrc, GLboolean debug_pal, GLboolean show_mandel, GLboolean show_fps_hist)
{
	static int cnt = 0;
	static uint32_t maxfrms = 0;
	static uint32_t last_beat_time = 0, lastpalstep = 0, fps_oldtime = 0;
	static int beats = 0;
	static uint64_t now = 0, workstart = 0;

	//TODO: move this up to top
	workstart = now = uget_ticks();
	int delay =  (tick0 + cnt*INT64_C(1000000)/opts->draw_rate) - now;
	if(delay > 0) { udodelay(delay); workstart = now = uget_ticks(); }


	// rate limit our maxsrc updates, but run at full frame rate if we're close the opts.maxsrc_rate to avoid choppyness
	if((tick0-now)*opts->maxsrc_rate + (maxfrms*INT64_C(1000000)) > INT64_C(1000000) ) {
//			|| (totframetime + 10*FPS_HIST_LEN > FPS_HIST_LEN*1000/opts->maxsrc_rate ) ) {
		audio_data ad; audio_get_samples(&ad);
		maxsrc_update(glmaxsrc, ad.data, ad.len);
		audio_finish_samples();
		maxfrms++;
	}

	render_fractal(glfract, pd, maxsrc_get_tex(glmaxsrc));

	if(!debug_pal || !debug_maxsrc || !show_mandel) {
		gl_pal_render(glpal, fract_get_tex(glfract));
	} else {
		glPushAttrib(GL_VIEWPORT_BIT);
		setup_viewport(scr_w/2, scr_h/2);
		gl_pal_render(glpal, fract_get_tex(glfract));
		glPopAttrib();
	}

	if(show_mandel) render_mandel(pd); //TODO: enable click to change c

	//TODO: figure out what attrib to push to save color
	if(debug_pal || debug_maxsrc) { glPushAttrib(GL_TEXTURE_BIT); if(packed_intesity_pixels) glColor3f(1.0f, 1.0f, 1.0f); }
	if(debug_pal) {
		glBindTexture(GL_TEXTURE_2D, fract_get_tex(glfract));
		draw_tex_quad(0.5f, 0.5f, -0.5f);
	}
	if(debug_maxsrc) {
		glBindTexture(GL_TEXTURE_2D, maxsrc_get_tex(glmaxsrc));
		draw_tex_quad(0.5f, -0.5f, 0.5f);
	}
	if(debug_pal || debug_maxsrc) { glPopAttrib(); if(packed_intesity_pixels) glColor3f(1.0f, 1.0f, 1.0f); }

	if(show_fps_hist) { DEBUG_CHECK_GL_ERR;
		glPushMatrix();
		glScalef(0.5f, 0.25f, 1);
		glTranslatef(-2, 3, 0);
		draw_hist_array(cnt, FPS_HIST_LEN/(8.0f*totframetime), frametimes, FPS_HIST_LEN);
		glPopMatrix();
		glPushMatrix();
		glScalef(0.5f, 0.25f, 1);
		glTranslatef(1, 3, 0);
		draw_hist_array(cnt, FPS_HIST_LEN/(8.0f*totworktime), worktimes, FPS_HIST_LEN);
		glPopMatrix();
		glColor3f(1.0f, 1.0f, 1.0f);
		char buf[128];
		glRasterPos2f(-1,1 - 20.0f/(scr_h*0.5f));
		sprintf(buf,"%6.1f FPS %6.1f", FPS_HIST_LEN*1000000.0f/totframetime, maxfrms*1000000.0f/(now-tick0));
		draw_string(buf); DEBUG_CHECK_GL_ERR;
		glRasterPos2f(-1,0.75f-20.0f/(scr_h*0.5f));
		sprintf(buf,"%7.1fns frametime\n%7.1fns worktime\n", totframetime/((float)FPS_HIST_LEN), totworktime/((float)FPS_HIST_LEN));
		draw_string(buf); DEBUG_CHECK_GL_ERR;
	} else {
		glRasterPos2f(-1,0.75f-20.0f/(scr_h*0.5f));
	}

	render_debug_overlay();

	swap_buffers(); CHECK_GL_ERR;

	now = uget_ticks();
	if(now - lastpalstep >= 1000*2048/256 && gl_pal_changing(glpal)) { // want pallet switch to take ~2 seconds
		if(gl_pal_step(glpal, IMIN((now - lastpalstep)*256/(2048*1000), 32)))
		lastpalstep = now;
	}
	int newbeat = beat_get_count();
	if(newbeat != beats) {
		gl_pal_start_switch(glpal, newbeat);
	}
	if(newbeat != beats && now - last_beat_time > 1000000) {
		last_beat_time = now;
		update_points(pd, (now - tick0)/1000, 1);
	} else update_points(pd, (now - tick0)/1000, 0);
	beats = newbeat;


	now = uget_ticks();
	totframetime -= frametimes[cnt%FPS_HIST_LEN];
	totframetime += (frametimes[cnt%FPS_HIST_LEN] = now - fps_oldtime);
	fps_oldtime = now;

	totworktime -= worktimes[cnt%FPS_HIST_LEN];
	totworktime += (worktimes[cnt%FPS_HIST_LEN] = now - workstart);

	cnt++;
}