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least.c
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least.c
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#include <SDL/SDL.h>
#include <GL/gl.h>
#if 0
#include <GL/glu.h>
#endif
#include <mupdf/fitz.h>
#include <mupdf/pdf.h>
#include <sys/types.h>
#include <unistd.h>
#include <math.h>
static float
w, h, /* Window dimensions globals */
lw, lh, /* Locked window dimension globals (texture generation) */
gl_w, gl_h; /* GL Backbuffer dimensions globals */
static SDL_Surface *surface;
static float imw, imh, ims;
/* PDF rendering */
static int pixmap_to_texture(void *pixmap, int width, int height, int format, int type);
static int page_to_texture(fz_context *ctx, fz_document *doc, int pagenum);
static void draw_screen(void);
static void toggle_fullscreen(void);
struct least_thread;
static void finish_page_render(struct least_thread *render);
/* Scrolling */
static float scroll = 0.0f;
static int autoscroll = 0;
static int autoscroll_var = 1;
/* Window settings */
static int redraw = 1; /* Window dirty? */
static int fullscreen = 0; /* Are fullscreen? */
static int prev_w, prev_h; /* W, H before fullscreen */
/* Input settings */
static int mouse_button_down = 0; /* Contains what mouse buttons are down */
#define LEAST_KEY_DOWN 1 << 1
#define LEAST_KEY_UP 1 << 2
static int key_button_down = 0; /* Contains what special keys are down */
/* Set to 1 if the machine does not support NPOT textures */
static int power_of_two = 0;
/* Set to 1 to force use of POT mechanism */
static const int force_power_of_two = 0;
/* Set to non-zero value to force render threads to specific number */
static const int force_thread_count = 1;
static int thread_count = 0;
/* Global PDF document */
static fz_document *doc;
struct least_page_info {
int w, h, sw, sh;
int rendering; /* Set to 1 if a thread is processing this page */
GLuint texture;
};
/* PDF page info */
static unsigned int pagec;
static struct least_page_info *pages;
/* Cache settings */
static const int pages_to_cache = 5;
static int page_focus = 0;
/* Cache busy texture */
static GLuint busy_texture;
/* Least page render complete event */
#define LEAST_PAGE_COMPLETE (SDL_USEREVENT + 1)
/* 'base_context' lock, see explanation in least_thread structure */
static SDL_mutex *big_fitz_lock = NULL;
/* Every thread is tracked by this structure */
struct least_thread {
/* Communication synchronisation */
SDL_cond *cond;
SDL_mutex *mutex;
/* Thread ID */
SDL_Thread *handle;
Uint32 tid;
int id;
/* Fitz base_context and context.
* 'context' is cloned from 'base_context' upon thread entry
* 'base_context' is used for all non-parallel Fitz operation.
*/
fz_context
*base_context,
*context;
/* Pre-refresh flag */
int pre_refresh;
/* Action specification */
volatile int keep_running;
volatile int pagenum;
volatile float scale;
/* Action results */
volatile fz_pixmap *pixmap;
};
static struct least_thread *threads;
static struct least_thread **idle_threads;
static int idle_thread_count;
/* Fitz lock support */
static SDL_mutex *least_lock_list[FZ_LOCK_MAX];
static void least_lock(void *user, int lock) {
int err;
SDL_mutex **m = user;
err = SDL_mutexP(m[lock]);
if (err) {
fprintf(stderr, "During fitz lock %d, SDL error occurred: %s\n", lock,
SDL_GetError());
}
}
static void least_unlock(void *user, int lock) {
int err;
SDL_mutex **m = user;
err = SDL_mutexV(m[lock]);
if (err) {
fprintf(stderr, "During fitz lock %d, SDL error occurred: %s\n", lock,
SDL_GetError());
}
}
static struct fz_locks_context_s least_context_locks = {
least_lock_list,
least_lock,
least_unlock
};
/* Page visibility */
int inrange(float s, float e, float p) {
float ss, ee;
/* I know, right */
if (s > e) {
ss = e;
ee = s;
} else {
ss = s;
ee = e;
}
return p > ss && p < ee;
}
int visible_pages(int * pageinfo) {
unsigned int i, a;
float f, pf, s, e, scale;
f = pf = 0;
s = e = 0;
pageinfo = NULL;
a = 0;
for(i = 0; i < pagec; i++) {
scale = (((float)pages[i].sw / pages[i].w) * pages[i].w) / w;
pf = f;
f -= pages[i].sh;
s = scroll;
e = scroll - h * scale;
if (
inrange(s, e, pf) ||
inrange(s, e, f) ||
inrange(pf, f, s) ||
inrange(pf, f, e)
) {
pageinfo = realloc(pageinfo, sizeof(int) * ++a);
pageinfo[a - 1] = i;
}
}
return a;
}
int open_pdf(fz_context *context, char *filename) {
fz_stream *file;
int faulty;
unsigned int i;
/* char * s; */
faulty = 0;
/* Resolution */
printf("Opening: %s\n", filename);
fz_try(context) {
file = fz_open_file(context, filename);
doc = (fz_document *) pdf_open_document_with_stream(context, file);
/* TODO Password */
fz_drop_stream(context, file);
} fz_catch (context) {
fprintf(stderr, "Cannot open: %s\n", filename);
faulty = 1;
}
if (faulty)
return faulty;
/* XXX need error handling */
pagec = fz_count_pages(context, doc);
pages = malloc(sizeof(struct least_page_info) * pagec);
#if 0
return 0;
#endif
for(i = 0; i < pagec; i++) {
pages[i].rendering = 0;
pages[i].texture = 0;
/* page_to_texture(context, doc, i); */
}
page_to_texture(context, doc, 0);
printf("Done opening\n");
return 0;
}
/* This function renders the given PDF page and returns it as a pixmap
*
* This code is reentrant given 'thread_context' is not currently in use
* in any other thread. If used in a non-multithreaded way, set 'thread_context'
* to the same value as 'context'.
*/
static fz_pixmap *page_to_pixmap(fz_context *context,
fz_context *thread_context, fz_document *doc, int pagenum) {
fz_page *page;
fz_display_list *list;
fz_pixmap *image;
fz_device *dev;
fz_rect bounds;
fz_irect bbox;
fz_matrix ctm;
fz_colorspace *cspace;
float scale;
printf("Rendering page %d\n", pagenum);
/* Now follows a bit of non-reentrant code
* protected by the Big Fitz Lock
*
* XXX: Introduce mutex error checking?
*/
SDL_mutexP(big_fitz_lock);
{
page = fz_load_page(context, doc, pagenum);
fz_bound_page(context, page, &bounds);
/* XXX: There is a small risk of lw/lh being incorrect
* due to a race condition during a refresh.
* This shouldn't affect any visible pages though, as it causes renders
* that will be discarded by finish_page_render to be faulty.
*/
ims = scale = lw / bounds.x1;
printf("W, H: (%f, %f)\n", lw, lh);
printf("Scale: %f\n", scale);
fz_scale(&ctm, scale, scale);
pages[pagenum].w = bounds.x1;
pages[pagenum].h = bounds.y1;
bounds.x1 *= scale;
bounds.y1 *= scale;
pages[pagenum].sw = bounds.x1;
pages[pagenum].sh = bounds.y1;
fz_round_rect(&bbox, &bounds);
printf("Size: (%d, %d)\n", bbox.x1, bbox.y1);
list = fz_new_display_list(context, &bounds);
cspace = fz_device_rgb(context);
image = fz_new_pixmap_with_bbox(context, cspace, &bbox, 1);
dev = fz_new_list_device(context, list);
/* fz_run_page(doc, page, dev, ctm, NULL); */
fz_run_page(context, page, dev, &fz_identity, NULL);
fz_drop_device(context, dev);
}
SDL_mutexV(big_fitz_lock);
/* Perform actual drawing in parallel */
dev = fz_new_draw_device(thread_context, &fz_identity, image);
fz_clear_pixmap_with_value(thread_context, image, 255);
/* XXX: Before mupdf >=1.2 it was:
* fz_run_display_list(list, dev, &ctm, &bbox, NULL);*/
fz_run_display_list(thread_context, list, dev, &ctm, &bounds, NULL);
fz_drop_device(thread_context, dev);
/* Since some allocating was done using the main context
* we should also deallocate using the main context.
* At least this seems to be the case looking at
* MuPDFs multithreading example.
*/
SDL_mutexP(big_fitz_lock);
{
fz_drop_display_list(context, list);
fz_drop_page(context, page);
}
SDL_mutexV(big_fitz_lock);
return image;
}
static int page_to_texture(fz_context *context, fz_document *doc, int pagenum) {
fz_pixmap *image;
/* Since this function is only called initially, this is an excellent place
* to lock the window height/width.
* Afterwards this can be changed using the 'F5' key.
*/
lw = w;
lh = h;
/* Convert page to pixmap */
image = page_to_pixmap(context, context, doc, pagenum);
/* Convert to texture here */
pages[pagenum].texture = pixmap_to_texture((void*)fz_pixmap_samples(context, image),
fz_pixmap_width(context, image),
fz_pixmap_height(context, image), 0, 0);
fz_drop_pixmap(context, image);
return pages[pagenum].texture;
}
#if 0
#define DEBUG_GL(STR) \
printf("OpenGL error " #STR ": %s\n", gluErrorString(glGetError()))
#else
#define DEBUG_GL(STR)
#endif
/* Get next power of 2 */
#define NPOW2(D, S) \
{ \
D = S; \
D |= D >> 1; \
D |= D >> 2; \
D |= D >> 4; \
D |= D >> 8; \
D |= D >> 16; \
D++; \
}
/* Round up to power of 2 */
#define RPOW2(D, S) \
{ \
NPOW2(D, S); \
D = D == S << 1 ? S : D; \
}
static int pixmap_to_texture(void *pixmap, int width, int height, int format, int type)
{
unsigned int texname;
/* int max_texsize; */
(void)format;
(void)type;
int pow2_width, pow2_height;
/* Compute POT texture dimensions */
RPOW2(pow2_width, width);
RPOW2(pow2_height, height);
format = 42;
type = 31337;
glGenTextures(1, &texname);
printf("Generated texture: %d\n", texname);
DEBUG_GL(glGenTextures);
/* Bind the texture object */
glBindTexture(GL_TEXTURE_2D, texname);
DEBUG_GL(glBindTexture);
/* Set the texture's stretching properties */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
DEBUG_GL(glTexParameteri);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
DEBUG_GL(glTexParameteri);
/* Edit the texture object's image data using the information SDL_Surface gives us */
/*
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texsize);
printf("Max tex dimensions: %dx%d\n", max_texsize, max_texsize);
printf("width: %d, heigth %d\n", width, height);
*/
/* Special treatment is only needed if the GPU does not support NPOT
* textures and the current pixmap is not of POT dimensions.
*/
if (power_of_two && (pow2_width != width || pow2_height != height)) {
/*printf("pow2_width: %d, pow2_heigth %d\n", pow2_width, pow2_height); */
/* Allocate undefined POT texture */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pow2_width,
pow2_height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
NULL);
DEBUG_GL(glTexImage2D);
/* Now fill texture */
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,
GL_RGBA, GL_UNSIGNED_BYTE, pixmap);
DEBUG_GL(glTexSubImage2D);
} else {
/* NPOT, simply pass pixmap */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,
height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixmap);
DEBUG_GL(glTexImage2D);
}
/* XXX: This function currently sets the global page size */
imw = width;
imh = height;
return texname;
}
static void quit_tutorial(int code)
{
unsigned int i;
for (i = 0; i < pagec; i++)
glDeleteTextures(1, &pages[i].texture);
exit(code);
}
static void handle_key_up(SDL_keysym * keysym) {
switch (keysym->sym) {
case SDLK_DOWN:
case SDLK_j:
key_button_down &= ~(LEAST_KEY_DOWN);
break;
case SDLK_UP:
case SDLK_k:
key_button_down &= ~(LEAST_KEY_UP);
break;
default:
break;
}
}
static void handle_key_down(SDL_keysym * keysym)
{
unsigned int i;
switch (keysym->sym) {
case SDLK_ESCAPE:
quit_tutorial(0);
break;
case SDLK_DOWN:
case SDLK_j:
key_button_down |= LEAST_KEY_DOWN;
break;
case SDLK_UP:
case SDLK_k:
key_button_down |= LEAST_KEY_UP;
break;
case SDLK_PAGEDOWN:
scroll -= imh + 20;
redraw = 1;
break;
case SDLK_PAGEUP:
scroll += imh + 20;
redraw = 1;
break;
case SDLK_HOME:
scroll = 0;
redraw = 1;
break;
case SDLK_END:
scroll = -(imh + 20) * (pagec - 1);
redraw = 1;
break;
case SDLK_F5:
printf("refresh: Killing cache\n");
/* Kill all stored pages */
for (i = 0; i < pagec; i++)
if (pages[i].texture) {
printf("refresh: Killing page %d\n", i);
glDeleteTextures(1, &pages[i].texture);
pages[i].texture = 0;
} else if (pages[i].rendering) {
printf("refresh: Removing render flag from active page %d\n",
i);
pages[i].rendering = 0;
}
/* To prevent running renders with old settings from
* entering the refreshed cache, mark all threads
* as in pre-refresh state.
*/
for (i = 0; i < (unsigned int)thread_count; i++)
threads[i].pre_refresh = 1;
printf("refresh: Marked %d running threads as pre-refresh renders\n",
thread_count - idle_thread_count);
/* Finally update the render resolution to current window size */
printf("refresh: Changing size lock from %.2fx%.2f to %.2fx%.2f\n",
lw, lh, w, h);
lw = w;
lh = h;
break;
case SDLK_F11:
SDL_WM_ToggleFullScreen(surface);
toggle_fullscreen();
break;
case SDLK_F12:
if (autoscroll)
autoscroll = 0;
else
autoscroll = 1;
redraw = 1;
break;
default:
break;
}
}
static void handle_mouse_down(SDL_MouseButtonEvent *event) {
switch (event->button) {
case 1:
mouse_button_down |= 1 << 1;
break;
case 2:
mouse_button_down |= 1 << 2;
break;
case 3:
mouse_button_down |= 1 << 3;
break;
case 4:
scroll += 100;
redraw = 1;
break;
case 5:
scroll -= 100;
redraw = 1;
break;
}
return;
}
static void handle_mouse_up(SDL_MouseButtonEvent *event) {
switch (event->button) {
case 1:
mouse_button_down &= ~(1 << 1);
break;
case 2:
mouse_button_down &= ~(1 << 2);
break;
case 3:
mouse_button_down &= ~(1 << 3);
break;
case 4:
scroll += 100;
redraw = 1;
break;
case 5:
scroll -= 100;
redraw = 1;
break;
}
return;
}
static void handle_mouse_motion(SDL_MouseMotionEvent *event) {
if (event->state) {
if (mouse_button_down & (1 << 3)) {
/*
printf("Mouse button moving and down: rel: (%d, %d)\n",
event->xrel, event->yrel);
*/
scroll += event->yrel * 2;
redraw = 1;
}
}
}
static void toggle_fullscreen(void) {
const SDL_VideoInfo *info = NULL;
info = SDL_GetVideoInfo();
if (!info) {
puts("Oops - can't get video info");
}
if (!fullscreen) {
fullscreen = 1;
prev_w = w;
prev_h = h;
w = info->current_w;
h = info->current_h;
} else {
fullscreen = 0;
w = prev_w;
h = prev_h;
}
redraw = 1;
}
static void handle_resize(SDL_ResizeEvent e) {
/* printf("Resized to (%d, %d)\n", e.w, e.h); */
w = e.w;
h = e.h;
redraw = 1;
return;
}
static void setup_opengl(int width, int height)
{
/* float ratio = (float)width / (float)height; */
/* Our shading model--Gouraud (smooth). */
glShadeModel(GL_SMOOTH);
glEnable(GL_TEXTURE_2D);
/* Set the clear color. */
glClearColor(0, 0, 0, 0);
/* Setup our viewport. */
glViewport(0, 0, width, height);
glLoadIdentity();
}
int setup_sdl(void)
{
/* Information about the current video settings. */
const SDL_VideoInfo *info = NULL;
/* Color depth in bits of our window. */
int bpp = 0;
/* Flags we will pass into SDL_SetVideoMode. */
int flags = 0;
/* First, initialize SDL's video subsystem. */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
/* Failed, exit. */
fprintf(stderr, "Video initialisation failed: %s\n",
SDL_GetError());
quit_tutorial(1);
}
/* Let's get some video information. */
info = SDL_GetVideoInfo();
if (!info) {
/* This should probably never happen. */
fprintf(stderr, "Video query failed: %s\n", SDL_GetError());
quit_tutorial(1);
}
/* Store current width and height, and more importantly
* store GL backbuffer size
*/
gl_w = w = info->current_w;
gl_h = h = info->current_h;
printf("W, H: (%f, %f)\n", w, h);
bpp = info->vfmt->BitsPerPixel;
/*
* Now, we want to setup our requested
* window attributes for our OpenGL window.
* We want *at least* 5 bits of red, green
* and blue. We also want at least a 16-bit
* depth buffer.
*
* The last thing we do is request a double
* buffered window. '1' turns on double
* buffering, '0' turns it off.
*
* Note that we do not use SDL_DOUBLEBUF in
* the flags to SDL_SetVideoMode. That does
* not affect the GL attribute state, only
* the standard 2D blitting setup.
*/
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
/* flags = SDL_OPENGL | SDL_FULLSCREEN; */
flags = SDL_OPENGL | SDL_RESIZABLE | SDL_DOUBLEBUF;
/* flags = SDL_OPENGL; */
surface = SDL_SetVideoMode(w, h, bpp, flags);
if (!surface) {
/*
* This could happen for a variety of reasons,
* including DISPLAY not being set, the specified
* resolution not being available, etc.
*/
fprintf(stderr, "Video mode set failed: %s\n", SDL_GetError());
quit_tutorial(1);
}
SDL_WM_SetCaption("least", "least");
return 0;
}
static void process_events(void)
{
/* Our SDL event placeholder. */
SDL_Event event;
/* Only poll + sleep if we are autoscrolling or doing
* something else that is interactive */
if (((autoscroll) && autoscroll_var) || key_button_down) {
if (!SDL_PollEvent(&event)) {
/* If we add a sleep, the scrolling won't be super smooth.
* Regardless, I think we need to find something to make sure we
* don't eat 100% cpu just checking for events.
*
* I found that 10ms is not a bad wait. Theoretically we want to
* wait 1000ms / fps (usually 60) -> 16ms.
* */
usleep(16000);
if (autoscroll) {
if (key_button_down & LEAST_KEY_DOWN)
autoscroll_var += 1;
if (key_button_down & LEAST_KEY_UP)
autoscroll_var -= 1;
scroll -= autoscroll_var;
} else {
if (key_button_down & LEAST_KEY_DOWN)
scroll -= 5;
if (key_button_down & LEAST_KEY_UP)
scroll += 5;
}
redraw = 1;
}
} else {
SDL_WaitEvent(&event);
}
next_event:
switch (event.type) {
case SDL_KEYDOWN:
/* Handle key presses. */
handle_key_down(&event.key.keysym);
break;
case SDL_KEYUP:
handle_key_up(&event.key.keysym);
break;
case SDL_QUIT:
/* Handle quit requests (like Ctrl-c). */
quit_tutorial(0);
break;
case SDL_VIDEORESIZE:
handle_resize(event.resize);
break;
case SDL_VIDEOEXPOSE:
redraw = 1;
break;
case SDL_MOUSEBUTTONDOWN:
handle_mouse_down(&event.button);
break;
case SDL_MOUSEBUTTONUP:
handle_mouse_up(&event.button);
break;
case SDL_MOUSEMOTION:
handle_mouse_motion(&event.motion);
break;
/* A thread completed its rendering
*
* The thread structure of the completed job is contained
* within the data1 pointer of the event.
*/
case LEAST_PAGE_COMPLETE:
finish_page_render((struct least_thread*)event.user.data1);
redraw = 1;
break;
}
/* Clear event, just in case SDL doesn't do this (TODO) */
memset(&event, 0, sizeof(SDL_Event));
/* If there are more events, handle them before drawing.
* This is required for scrolling with the mouse - without this,
* it is pretty slow and lags. */
if (SDL_PollEvent(&event)) {
goto next_event;
}
}
/* Render thread entry */
static int render_thread(void *t)
{
SDL_Event my_event;
struct least_thread *self = t;
my_event.type = LEAST_PAGE_COMPLETE;
my_event.user.data1 = t;
/* Store local SDL thread ID (Is this function thread safe? ;-) */
self->tid = SDL_ThreadID();
self->context = fz_clone_context(self->base_context);
if (!self->context) {
fprintf(stderr, "In render thread %d: fz_clone_context returned NULL\n",
self->id);
abort();
}
printf("Render thread %d up and running.\n", self->id);
SDL_mutexP(self->mutex);
/* Wait for first command */
SDL_CondWait(self->cond, self->mutex);
while (self->keep_running) {
printf("Thread %d: Rendering page %d\n", self->id, self->pagenum);
/* Render a page */
self->pixmap = page_to_pixmap(self->base_context, self->context, doc, self->pagenum);
if (!self->pixmap) {
fprintf(stderr, "In render thread %d: "
"page_to_pixmap returned NULL\n", self->id);
abort();
}
/* Push completed page to event queue */
SDL_PushEvent(&my_event);
SDL_CondWait(self->cond, self->mutex);
}
SDL_mutexV(self->mutex);
/* Cleanup */
fz_drop_context(self->context);
return 0;
}
static void draw_screen(void)
{
unsigned int i;
unsigned int
page_offset,
pages_rendered;
int ww, hh;
int pow2_ww, pow2_hh;
float tsm, ttm, tsc, ttc;
/* View dimensions of pages */
float vw, vh;
/* static float vloot = 0.f; */
ww = imw;
hh = imh;
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
/* Setup texture matrix to certain scale whenever pow2 is required */
if (power_of_two) {
RPOW2(pow2_ww, ww);
RPOW2(pow2_hh, hh);
glScalef(ww / (float)pow2_ww, hh / (float)pow2_hh, 1.0f);
ttm = (float)pow2_hh / hh * 8;
tsm = (float)pow2_ww / ww * 8;
} else {
tsm = 8;
ttm = 8;
}
glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
glViewport(0, 0, (int)w, (int)gl_h);
/* glViewport(0, 0, 400, 400); */
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, (int)w, (int)gl_h, 0, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/*
vloot += 0.1;
glRotatef(vloot, 0.f, 0.f, 1.0f);
*/
/* Compute pageview dimensions */
vw = w;
vh = (vw / ww) * hh;
pages_rendered = h / (vh + (vh / imh) * 20) + 2;
if (scroll < (imh + 20) * pages_rendered) {
/* Scale based scroll */
if (scroll > 0)
glTranslatef(0.f, scroll, 0.f);
else
glTranslatef(0.f, fmod(scroll, imh + 20) * (vh / imh) , 0.f);
page_offset = fmax(-scroll / (float)(imh + 20), 0);
/*printf("page_offset: %d\n", page_offset); */
/*printf("pages_rendered: %d\n", pages_rendered);*/
glColor3f(1.0, 1.0, 1.0);
for (i = page_offset; i < page_offset + pages_rendered &&
i < pagec; i++) {
/* printf("Page: %d, size: (%f, %f)\n", i, imw, imh); */
/* printf("Binding texture: %d\n", pages[i].texture); */
if (pages[i].texture) {
/* printf("Binding texture: %d\n", pages[i].texture); */
glBindTexture(GL_TEXTURE_2D, pages[i].texture);
tsc = ttc = 1;
} else {
/* puts("Binding busy"); */
glBindTexture(GL_TEXTURE_2D, busy_texture);
tsc = tsm;
ttc = ttm;
}
/* printf("OpenGL error: %s\n", gluErrorString(glGetError())); */
/* Send our triangle data to the pipeline. */