fractorium/Source/Fractorium/GLEmberController.cpp

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#include "FractoriumPch.h"
#include "GLEmberController.h"
#include "FractoriumEmberController.h"
#include "Fractorium.h"
#include "GLWidget.h"
/// <summary>
/// Constructor which assigns pointers to the main window and the GLWidget.
/// </summary>
/// <param name="fractorium">Pointer to the main window</param>
/// <param name="glWidget">Pointer to the GLWidget</param>
GLEmberControllerBase::GLEmberControllerBase(Fractorium* fractorium, GLWidget* glWidget)
{
m_Fractorium = fractorium;
m_GL = glWidget;
m_AffineType = eAffineType::AffinePre;
m_HoverType = eHoverType::HoverNone;
m_DragState = eDragState::DragNone;
m_DragModifier = 0;
}
/// <summary>
/// Empty destructor which does nothing.
/// </summary>
GLEmberControllerBase::~GLEmberControllerBase() { }
/// <summary>
/// Constructor which passes the pointers to the main window the GLWidget to the base,
/// then assigns the pointer to the parent controller.
/// </summary>
/// <param name="fractorium">Pointer to the main window</param>
/// <param name="glWidget">Pointer to the GLWidget</param>
/// <param name="controller">Pointer to the parent controller of the same template type</param>
template <typename T>
GLEmberController<T>::GLEmberController(Fractorium* fractorium, GLWidget* glWidget, FractoriumEmberController<T>* controller)
: GLEmberControllerBase(fractorium, glWidget)
{
GridStep = T(1.0 / 8.0);
m_FractoriumEmberController = controller;
m_HoverXform = nullptr;
m_SelectedXform = nullptr;
m_CenterDownX = 0;
m_CenterDownY = 0;
}
/// <summary>
/// Empty destructor which does nothing.
/// </summary>
template <typename T>
GLEmberController<T>::~GLEmberController() { }
/// <summary>
/// Check that the final output size of the current ember matches the dimensions passed in.
/// </summary>
/// <param name="w">The width to compare to</param>
/// <param name="h">The height to compare to</param>
/// <returns>True if any don't match, else false if they are both equal.</returns>
template <typename T>
bool GLEmberController<T>::CheckForSizeMismatch(int w, int h)
{
return (m_FractoriumEmberController->FinalRasW() != w || m_FractoriumEmberController->FinalRasH() != h);
}
/// <summary>
/// Reset the drag and hover state. Called in response setting a new ember as the current one.
/// </summary>
template <typename T>
void GLEmberController<T>::ResetMouseState()
{
m_HoverType = eHoverType::HoverNone;
m_HoverXform = nullptr;
m_SelectedXform = nullptr;
}
/// <summary>
/// Calculate the scale.
/// Used when dragging the right mouse button.
/// </summary>
/// <returns>The distance dragged in pixels</returns>
template <typename T>
T GLEmberController<T>::CalcScale()
{
//Can't operate using world coords here because every time scale changes, the world bounds change.
//So must instead calculate distance traveled based on window coords, which do not change outside of resize events.
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v2T windowCenter(T(m_GL->width()) / T(2), T(m_GL->height()) / T(2));
v2T windowMousePosDistanceFromCenter(m_MousePos.x - windowCenter.x, m_MousePos.y - windowCenter.y);
v2T windowMouseDownDistanceFromCenter(m_MouseDownPos.x - windowCenter.x, m_MouseDownPos.y - windowCenter.y);
T lengthMousePosFromCenterInPixels = glm::length(windowMousePosDistanceFromCenter);
T lengthMouseDownFromCenterInPixels = glm::length(windowMouseDownDistanceFromCenter);
return lengthMousePosFromCenterInPixels - lengthMouseDownFromCenterInPixels;
}
/// <summary>
/// Calculate the rotation.
/// Used when dragging the right mouse button.
/// </summary>
/// <returns>The angular distance rotated from -180-180</returns>
template <typename T>
T GLEmberController<T>::CalcRotation()
{
T rotStart = NormalizeDeg180<T>(T(90) - (atan2(-m_MouseDownWorldPos.y, m_MouseDownWorldPos.x) * RAD_2_DEG_T));
T rot = NormalizeDeg180<T>(T(90) - (atan2(-m_MouseWorldPos.y, m_MouseWorldPos.x) * RAD_2_DEG_T));
return rotStart - rot;
}
/// <summary>
/// Snap the passed in world cartesian coordinate to the grid for rotation, scale or translation.
/// </summary>
/// <param name="vec">The world cartesian coordinate to be snapped</param>
/// <returns>The snapped world cartesian coordinate</returns>
template <typename T>
typename v2T GLEmberController<T>::SnapToGrid(v2T& vec)
{
v2T ret;
ret.x = glm::round(vec.x / GridStep) * GridStep;
ret.y = glm::round(vec.y / GridStep) * GridStep;
return ret;
}
/// <summary>
/// Snap the passed in world cartesian coordinate to the grid for rotation, scale or translation.
/// </summary>
/// <param name="vec">The world cartesian coordinate to be snapped</param>
/// <returns>The snapped world cartesian coordinate</returns>
template <typename T>
typename v3T GLEmberController<T>::SnapToGrid(v3T& vec)
{
v3T ret;
ret.x = glm::round(vec.x / GridStep) * GridStep;
ret.y = glm::round(vec.y / GridStep) * GridStep;
return ret;
}
/// <summary>
/// Snap the passed in world cartesian coordinate to the grid for rotation only.
/// </summary>
/// <param name="vec">The world cartesian coordinate to be snapped</param>
/// <param name="divisions">The divisions of a circle to use for snapping</param>
/// <returns>The snapped world cartesian coordinate</returns>
template <typename T>
typename v3T GLEmberController<T>::SnapToNormalizedAngle(v3T& vec, uint divisions)
{
T rsq, theta;
T bestRsq = numeric_limits<T>::max();
v3T c, best;
best.x = 1;
best.y = 0;
for (uint i = 0; i < divisions; i++)
{
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theta = 2.0 * M_PI * T(i) / T(divisions);
c.x = std::cos(theta);
c.y = std::sin(theta);
rsq = glm::distance(vec, c);
if (rsq < bestRsq)
{
best = c;
bestRsq = rsq;
}
}
return best;
}
/// <summary>
/// Convert raster window coordinates to world cartesian coordinates.
/// </summary>
/// <param name="v">The window coordinates to convert</param>
/// <param name="flip">True to flip vertically, else don't.</param>
/// <returns>The converted world cartesian coordinates</returns>
template <typename T>
typename v3T GLEmberController<T>::WindowToWorld(v3T& v, bool flip)
{
v3T mouse(v.x, flip ? m_Viewport[3] - v.y : v.y, 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
v3T newCoords = glm::unProject(mouse, m_Modelview, m_Projection, m_Viewport);//Perform the calculation.
newCoords.z = 0;//For some reason, unProject() always comes back with the z coordinate as something other than 0. It should be 0 at all times.
return newCoords;
}
/// <summary>
/// Template specialization for querying the viewport, modelview and projection
/// matrices as floats.
/// </summary>
template <>
void GLEmberController<float>::QueryVMP()
{
m_GL->glGetIntegerv(GL_VIEWPORT, glm::value_ptr(m_Viewport));
m_GL->glGetFloatv(GL_MODELVIEW_MATRIX, glm::value_ptr(m_Modelview));
m_GL->glGetFloatv(GL_PROJECTION_MATRIX, glm::value_ptr(m_Projection));
}
#ifdef DO_DOUBLE
/// <summary>
/// Template specialization for querying the viewport, modelview and projection
/// matrices as doubles.
/// </summary>
template <>
void GLEmberController<double>::QueryVMP()
{
m_GL->glGetIntegerv(GL_VIEWPORT, glm::value_ptr(m_Viewport));
m_GL->glGetDoublev(GL_MODELVIEW_MATRIX, glm::value_ptr(m_Modelview));
m_GL->glGetDoublev(GL_PROJECTION_MATRIX, glm::value_ptr(m_Projection));
}
#endif
/// <summary>
/// Template specialization for multiplying the current matrix
/// by an m4<float>.
/// </summary>
template <>
void GLEmberController<float>::MultMatrix(tmat4x4<float, glm::defaultp>& mat)
{
m_GL->glMultMatrixf(glm::value_ptr(mat));
}
#ifdef DO_DOUBLE
/// <summary>
/// Template specialization for multiplying the current matrix
/// by an m4<double>.
/// </summary>
template <>
void GLEmberController<double>::MultMatrix(tmat4x4<double, glm::defaultp>& mat)
{
m_GL->glMultMatrixd(glm::value_ptr(mat));
}
#endif
/// <summary>
/// Query the matrices currently being used.
/// Debugging function, unused.
/// </summary>
/// <param name="print">True to print values, else false.</param>
template <typename T>
void GLEmberController<T>::QueryMatrices(bool print)
{
auto renderer = m_FractoriumEmberController->Renderer();
if (renderer)
{
double unitX = std::abs(renderer->UpperRightX(false) - renderer->LowerLeftX(false)) / 2.0;
double unitY = std::abs(renderer->UpperRightY(false) - renderer->LowerLeftY(false)) / 2.0;
m_GL->glMatrixMode(GL_PROJECTION);
m_GL->glPushMatrix();
m_GL->glLoadIdentity();
m_GL->glOrtho(-unitX, unitX, -unitY, unitY, -1, 1);
m_GL->glMatrixMode(GL_MODELVIEW);
m_GL->glPushMatrix();
m_GL->glLoadIdentity();
QueryVMP();
m_GL->glMatrixMode(GL_PROJECTION);
m_GL->glPopMatrix();
m_GL->glMatrixMode(GL_MODELVIEW);
m_GL->glPopMatrix();
if (print)
{
--User changes -Add support for multiple GPU devices. --These options are present in the command line and in Fractorium. -Change scheme of specifying devices from platform,device to just total device index. --Single number on the command line. --Change from combo boxes for device selection to a table of all devices in Fractorium. -Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Bug fixes -EmberAnimate, EmberRender, FractoriumSettings, FinalRenderDialog: Fix wrong order of arguments to Clamp() when assigning thread priority. -VariationsDC.h: Fix NVidia OpenCL compilation error in DCTriangleVariation. -FractoriumXformsColor.cpp: Checking for null pixmap pointer is not enough, must also check if the underlying buffer is null via call to QPixmap::isNull(). --Code changes -Ember.h: Add case for FLAME_MOTION_NONE and default in ApplyFlameMotion(). -EmberMotion.h: Call base constructor. -EmberPch.h: #pragma once only on Windows. -EmberToXml.h: --Handle different types of exceptions. --Add default cases to ToString(). -Isaac.h: Remove unused variable in constructor. -Point.h: Call base constructor in Color(). -Renderer.h/cpp: --Add bool to Alloc() to only allocate memory for the histogram. Needed for multi-GPU. --Make CoordMap() return a const ref, not a pointer. -SheepTools.h: --Use 64-bit types like the rest of the code already does. --Fix some comment misspellings. -Timing.h: Make BeginTime(), EndTime(), ElapsedTime() and Format() be const functions. -Utils.h: --Add new functions Equal() and Split(). --Handle more exception types in ReadFile(). --Get rid of most legacy blending of C and C++ argument parsing. -XmlToEmber.h: --Get rid of most legacy blending of C and C++ code from flam3. --Remove some unused variables. -EmberAnimate: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --If a render fails, exit since there is no point in continuing an animation with a missing frame. --Pass variables to threaded save better, which most likely fixes a very subtle bug that existed before. --Remove some unused variables. -EmberGenome, EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. -EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --Only print values when not rendering with OpenCL, since they're always 0 in that case. -EmberCLPch.h: --#pragma once only on Windows. --#include <atomic>. -IterOpenCLKernelCreator.h: Add new kernel for summing two histograms. This is needed for multi-GPU. -OpenCLWrapper.h: --Move all OpenCL info related code into its own class OpenCLInfo. --Add members to cache the values of global memory size and max allocation size. -RendererCL.h/cpp: --Redesign to accomodate multi-GPU. --Constructor now takes a vector of devices. --Remove DumpErrorReport() function, it's handled in the base. --ClearBuffer(), ReadPoints(), WritePoints(), ReadHist() and WriteHist() now optionally take a device index as a parameter. --MakeDmap() override and m_DmapCL member removed because it no longer applies since the histogram is always float since the last commit. --Add new function SumDeviceHist() to sum histograms from two devices by first copying to a temporary on the host, then a temporary on the device, then summing. --m_Calls member removed, as it's now per-device. --OpenCLWrapper removed. --m_Seeds member is now a vector of vector of seeds, to accomodate a separate and different array of seeds for each device. --Added member m_Devices, a vector of unique_ptr of RendererCLDevice. -EmberCommon.h --Added Devices() function to convert from a vector of device indices to a vector of platform,device indices. --Changed CreateRenderer() to accept a vector of devices to create a single RendererCL which will split work across multiple devices. --Added CreateRenderers() function to accept a vector of devices to create multiple RendererCL, each which will render on a single device. --Add more comments to some existing functions. -EmberCommonPch.h: #pragma once only on Windows. -EmberOptions.h: --Remove --platform option, it's just sequential device number now with the --device option. --Make --out be OPT_USE_RENDER instead of OPT_RENDER_ANIM since it's an error condition when animating. It makes no sense to write all frames to a single image. --Add Devices() function to parse comma separated --device option string and return a vector of device indices. --Make int and uint types be 64-bit, so intmax_t and size_t. --Make better use of macros. -JpegUtils.h: Make string parameters to WriteJpeg() and WritePng() be const ref. -All project files: Turn off buffer security check option in Visual Studio (/Gs-) -deployment.pri: Remove the line OTHER_FILES +=, it's pointless and was causing problems. -Ember.pro, EmberCL.pro: Add CONFIG += plugin, otherwise it wouldn't link. -EmberCL.pro: Add new files for multi-GPU support. -build_all.sh: use -j4 and QMAKE=${QMAKE:/usr/bin/qmake} -shared_settings.pri: -Add version string. -Remove old DESTDIR definitions. -Add the following lines or else nothing would build: CONFIG(release, debug|release) { CONFIG += warn_off DESTDIR = ../../../Bin/release } CONFIG(debug, debug|release) { DESTDIR = ../../../Bin/debug } QMAKE_POST_LINK += $$quote(cp --update ../../../Data/flam3-palettes.xml $${DESTDIR}$$escape_expand(\n\t)) LIBS += -L/usr/lib -lpthread -AboutDialog.ui: Another futile attempt to make it look correct on Linux. -FinalRenderDialog.h/cpp: --Add support for multi-GPU. --Change from combo boxes for device selection to a table of all devices. --Ensure device selection makes sense. --Remove "FinalRender" prefix of various function names, it's implied given the context. -FinalRenderEmberController.h/cpp: --Add support for multi-GPU. --Change m_FinishedImageCount to be atomic. --Move CancelRender() from the base to FinalRenderEmberController<T>. --Refactor RenderComplete() to omit any progress related functionality or image saving since it can be potentially ran in a thread. --Consolidate setting various renderer fields into SyncGuiToRenderer(). -Fractorium.cpp: Allow for resizing of the options dialog to show the entire device table. -FractoriumCommon.h: Add various functions to handle a table showing the available OpenCL devices on the system. -FractoriumEmberController.h/cpp: Remove m_FinalImageIndex, it's no longer needed. -FractoriumRender.cpp: Scale the interactive sub batch count and quality by the number of devices used. -FractoriumSettings.h/cpp: --Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Add multi-GPU support, remove old device,platform pair. -FractoriumToolbar.cpp: Disable OpenCL toolbar button if there are no devices present on the system. -FractoriumOptionsDialog.h/cpp: --Add support for multi-GPU. --Consolidate more assignments in DataToGui(). --Enable/disable CPU/OpenCL items in response to OpenCL checkbox event. -Misc: Convert almost everything to size_t for unsigned, intmax_t for signed.
2015-09-12 21:33:45 -04:00
for (size_t i = 0; i < 4; i++)
qDebug() << "Viewport[" << i << "] = " << m_Viewport[i] << "\n";
--User changes -Add support for multiple GPU devices. --These options are present in the command line and in Fractorium. -Change scheme of specifying devices from platform,device to just total device index. --Single number on the command line. --Change from combo boxes for device selection to a table of all devices in Fractorium. -Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Bug fixes -EmberAnimate, EmberRender, FractoriumSettings, FinalRenderDialog: Fix wrong order of arguments to Clamp() when assigning thread priority. -VariationsDC.h: Fix NVidia OpenCL compilation error in DCTriangleVariation. -FractoriumXformsColor.cpp: Checking for null pixmap pointer is not enough, must also check if the underlying buffer is null via call to QPixmap::isNull(). --Code changes -Ember.h: Add case for FLAME_MOTION_NONE and default in ApplyFlameMotion(). -EmberMotion.h: Call base constructor. -EmberPch.h: #pragma once only on Windows. -EmberToXml.h: --Handle different types of exceptions. --Add default cases to ToString(). -Isaac.h: Remove unused variable in constructor. -Point.h: Call base constructor in Color(). -Renderer.h/cpp: --Add bool to Alloc() to only allocate memory for the histogram. Needed for multi-GPU. --Make CoordMap() return a const ref, not a pointer. -SheepTools.h: --Use 64-bit types like the rest of the code already does. --Fix some comment misspellings. -Timing.h: Make BeginTime(), EndTime(), ElapsedTime() and Format() be const functions. -Utils.h: --Add new functions Equal() and Split(). --Handle more exception types in ReadFile(). --Get rid of most legacy blending of C and C++ argument parsing. -XmlToEmber.h: --Get rid of most legacy blending of C and C++ code from flam3. --Remove some unused variables. -EmberAnimate: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --If a render fails, exit since there is no point in continuing an animation with a missing frame. --Pass variables to threaded save better, which most likely fixes a very subtle bug that existed before. --Remove some unused variables. -EmberGenome, EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. -EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --Only print values when not rendering with OpenCL, since they're always 0 in that case. -EmberCLPch.h: --#pragma once only on Windows. --#include <atomic>. -IterOpenCLKernelCreator.h: Add new kernel for summing two histograms. This is needed for multi-GPU. -OpenCLWrapper.h: --Move all OpenCL info related code into its own class OpenCLInfo. --Add members to cache the values of global memory size and max allocation size. -RendererCL.h/cpp: --Redesign to accomodate multi-GPU. --Constructor now takes a vector of devices. --Remove DumpErrorReport() function, it's handled in the base. --ClearBuffer(), ReadPoints(), WritePoints(), ReadHist() and WriteHist() now optionally take a device index as a parameter. --MakeDmap() override and m_DmapCL member removed because it no longer applies since the histogram is always float since the last commit. --Add new function SumDeviceHist() to sum histograms from two devices by first copying to a temporary on the host, then a temporary on the device, then summing. --m_Calls member removed, as it's now per-device. --OpenCLWrapper removed. --m_Seeds member is now a vector of vector of seeds, to accomodate a separate and different array of seeds for each device. --Added member m_Devices, a vector of unique_ptr of RendererCLDevice. -EmberCommon.h --Added Devices() function to convert from a vector of device indices to a vector of platform,device indices. --Changed CreateRenderer() to accept a vector of devices to create a single RendererCL which will split work across multiple devices. --Added CreateRenderers() function to accept a vector of devices to create multiple RendererCL, each which will render on a single device. --Add more comments to some existing functions. -EmberCommonPch.h: #pragma once only on Windows. -EmberOptions.h: --Remove --platform option, it's just sequential device number now with the --device option. --Make --out be OPT_USE_RENDER instead of OPT_RENDER_ANIM since it's an error condition when animating. It makes no sense to write all frames to a single image. --Add Devices() function to parse comma separated --device option string and return a vector of device indices. --Make int and uint types be 64-bit, so intmax_t and size_t. --Make better use of macros. -JpegUtils.h: Make string parameters to WriteJpeg() and WritePng() be const ref. -All project files: Turn off buffer security check option in Visual Studio (/Gs-) -deployment.pri: Remove the line OTHER_FILES +=, it's pointless and was causing problems. -Ember.pro, EmberCL.pro: Add CONFIG += plugin, otherwise it wouldn't link. -EmberCL.pro: Add new files for multi-GPU support. -build_all.sh: use -j4 and QMAKE=${QMAKE:/usr/bin/qmake} -shared_settings.pri: -Add version string. -Remove old DESTDIR definitions. -Add the following lines or else nothing would build: CONFIG(release, debug|release) { CONFIG += warn_off DESTDIR = ../../../Bin/release } CONFIG(debug, debug|release) { DESTDIR = ../../../Bin/debug } QMAKE_POST_LINK += $$quote(cp --update ../../../Data/flam3-palettes.xml $${DESTDIR}$$escape_expand(\n\t)) LIBS += -L/usr/lib -lpthread -AboutDialog.ui: Another futile attempt to make it look correct on Linux. -FinalRenderDialog.h/cpp: --Add support for multi-GPU. --Change from combo boxes for device selection to a table of all devices. --Ensure device selection makes sense. --Remove "FinalRender" prefix of various function names, it's implied given the context. -FinalRenderEmberController.h/cpp: --Add support for multi-GPU. --Change m_FinishedImageCount to be atomic. --Move CancelRender() from the base to FinalRenderEmberController<T>. --Refactor RenderComplete() to omit any progress related functionality or image saving since it can be potentially ran in a thread. --Consolidate setting various renderer fields into SyncGuiToRenderer(). -Fractorium.cpp: Allow for resizing of the options dialog to show the entire device table. -FractoriumCommon.h: Add various functions to handle a table showing the available OpenCL devices on the system. -FractoriumEmberController.h/cpp: Remove m_FinalImageIndex, it's no longer needed. -FractoriumRender.cpp: Scale the interactive sub batch count and quality by the number of devices used. -FractoriumSettings.h/cpp: --Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Add multi-GPU support, remove old device,platform pair. -FractoriumToolbar.cpp: Disable OpenCL toolbar button if there are no devices present on the system. -FractoriumOptionsDialog.h/cpp: --Add support for multi-GPU. --Consolidate more assignments in DataToGui(). --Enable/disable CPU/OpenCL items in response to OpenCL checkbox event. -Misc: Convert almost everything to size_t for unsigned, intmax_t for signed.
2015-09-12 21:33:45 -04:00
for (size_t i = 0; i < 16; i++)
qDebug() << "Modelview[" << i << "] = " << glm::value_ptr(m_Modelview)[i] << "\n";
--User changes -Add support for multiple GPU devices. --These options are present in the command line and in Fractorium. -Change scheme of specifying devices from platform,device to just total device index. --Single number on the command line. --Change from combo boxes for device selection to a table of all devices in Fractorium. -Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Bug fixes -EmberAnimate, EmberRender, FractoriumSettings, FinalRenderDialog: Fix wrong order of arguments to Clamp() when assigning thread priority. -VariationsDC.h: Fix NVidia OpenCL compilation error in DCTriangleVariation. -FractoriumXformsColor.cpp: Checking for null pixmap pointer is not enough, must also check if the underlying buffer is null via call to QPixmap::isNull(). --Code changes -Ember.h: Add case for FLAME_MOTION_NONE and default in ApplyFlameMotion(). -EmberMotion.h: Call base constructor. -EmberPch.h: #pragma once only on Windows. -EmberToXml.h: --Handle different types of exceptions. --Add default cases to ToString(). -Isaac.h: Remove unused variable in constructor. -Point.h: Call base constructor in Color(). -Renderer.h/cpp: --Add bool to Alloc() to only allocate memory for the histogram. Needed for multi-GPU. --Make CoordMap() return a const ref, not a pointer. -SheepTools.h: --Use 64-bit types like the rest of the code already does. --Fix some comment misspellings. -Timing.h: Make BeginTime(), EndTime(), ElapsedTime() and Format() be const functions. -Utils.h: --Add new functions Equal() and Split(). --Handle more exception types in ReadFile(). --Get rid of most legacy blending of C and C++ argument parsing. -XmlToEmber.h: --Get rid of most legacy blending of C and C++ code from flam3. --Remove some unused variables. -EmberAnimate: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --If a render fails, exit since there is no point in continuing an animation with a missing frame. --Pass variables to threaded save better, which most likely fixes a very subtle bug that existed before. --Remove some unused variables. -EmberGenome, EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. -EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --Only print values when not rendering with OpenCL, since they're always 0 in that case. -EmberCLPch.h: --#pragma once only on Windows. --#include <atomic>. -IterOpenCLKernelCreator.h: Add new kernel for summing two histograms. This is needed for multi-GPU. -OpenCLWrapper.h: --Move all OpenCL info related code into its own class OpenCLInfo. --Add members to cache the values of global memory size and max allocation size. -RendererCL.h/cpp: --Redesign to accomodate multi-GPU. --Constructor now takes a vector of devices. --Remove DumpErrorReport() function, it's handled in the base. --ClearBuffer(), ReadPoints(), WritePoints(), ReadHist() and WriteHist() now optionally take a device index as a parameter. --MakeDmap() override and m_DmapCL member removed because it no longer applies since the histogram is always float since the last commit. --Add new function SumDeviceHist() to sum histograms from two devices by first copying to a temporary on the host, then a temporary on the device, then summing. --m_Calls member removed, as it's now per-device. --OpenCLWrapper removed. --m_Seeds member is now a vector of vector of seeds, to accomodate a separate and different array of seeds for each device. --Added member m_Devices, a vector of unique_ptr of RendererCLDevice. -EmberCommon.h --Added Devices() function to convert from a vector of device indices to a vector of platform,device indices. --Changed CreateRenderer() to accept a vector of devices to create a single RendererCL which will split work across multiple devices. --Added CreateRenderers() function to accept a vector of devices to create multiple RendererCL, each which will render on a single device. --Add more comments to some existing functions. -EmberCommonPch.h: #pragma once only on Windows. -EmberOptions.h: --Remove --platform option, it's just sequential device number now with the --device option. --Make --out be OPT_USE_RENDER instead of OPT_RENDER_ANIM since it's an error condition when animating. It makes no sense to write all frames to a single image. --Add Devices() function to parse comma separated --device option string and return a vector of device indices. --Make int and uint types be 64-bit, so intmax_t and size_t. --Make better use of macros. -JpegUtils.h: Make string parameters to WriteJpeg() and WritePng() be const ref. -All project files: Turn off buffer security check option in Visual Studio (/Gs-) -deployment.pri: Remove the line OTHER_FILES +=, it's pointless and was causing problems. -Ember.pro, EmberCL.pro: Add CONFIG += plugin, otherwise it wouldn't link. -EmberCL.pro: Add new files for multi-GPU support. -build_all.sh: use -j4 and QMAKE=${QMAKE:/usr/bin/qmake} -shared_settings.pri: -Add version string. -Remove old DESTDIR definitions. -Add the following lines or else nothing would build: CONFIG(release, debug|release) { CONFIG += warn_off DESTDIR = ../../../Bin/release } CONFIG(debug, debug|release) { DESTDIR = ../../../Bin/debug } QMAKE_POST_LINK += $$quote(cp --update ../../../Data/flam3-palettes.xml $${DESTDIR}$$escape_expand(\n\t)) LIBS += -L/usr/lib -lpthread -AboutDialog.ui: Another futile attempt to make it look correct on Linux. -FinalRenderDialog.h/cpp: --Add support for multi-GPU. --Change from combo boxes for device selection to a table of all devices. --Ensure device selection makes sense. --Remove "FinalRender" prefix of various function names, it's implied given the context. -FinalRenderEmberController.h/cpp: --Add support for multi-GPU. --Change m_FinishedImageCount to be atomic. --Move CancelRender() from the base to FinalRenderEmberController<T>. --Refactor RenderComplete() to omit any progress related functionality or image saving since it can be potentially ran in a thread. --Consolidate setting various renderer fields into SyncGuiToRenderer(). -Fractorium.cpp: Allow for resizing of the options dialog to show the entire device table. -FractoriumCommon.h: Add various functions to handle a table showing the available OpenCL devices on the system. -FractoriumEmberController.h/cpp: Remove m_FinalImageIndex, it's no longer needed. -FractoriumRender.cpp: Scale the interactive sub batch count and quality by the number of devices used. -FractoriumSettings.h/cpp: --Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Add multi-GPU support, remove old device,platform pair. -FractoriumToolbar.cpp: Disable OpenCL toolbar button if there are no devices present on the system. -FractoriumOptionsDialog.h/cpp: --Add support for multi-GPU. --Consolidate more assignments in DataToGui(). --Enable/disable CPU/OpenCL items in response to OpenCL checkbox event. -Misc: Convert almost everything to size_t for unsigned, intmax_t for signed.
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for (size_t i = 0; i < 16; i++)
qDebug() << "Projection[" << i << "] = " << glm::value_ptr(m_Projection)[i] << "\n";
}
}
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}
template class GLEmberController<float>;
#ifdef DO_DOUBLE
template class GLEmberController<double>;
#endif