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# include "FractoriumPch.h"
# include "Fractorium.h"
/// <summary>
/// Return whether the render timer is running.
/// </summary>
/// <returns>True if running, else false.</returns>
bool FractoriumEmberControllerBase : : RenderTimerRunning ( )
{
return m_RenderTimer - > isActive ( ) ;
}
/// <summary>
/// Start the render timer.
/// If a renderer has not been created yet, it will be created from the options.
/// </summary>
void FractoriumEmberControllerBase : : StartRenderTimer ( )
{
UpdateRender ( ) ;
m_RenderTimer - > start ( ) ;
m_RenderElapsedTimer . Tic ( ) ;
}
/// <summary>
/// Start the render timer after a short delay.
/// If the timer is already running, stop it first.
/// This is useful for stopping and restarting the render
/// process in response to things like a window resize.
/// </summary>
void FractoriumEmberControllerBase : : DelayedStartRenderTimer ( )
{
DeleteRenderer ( ) ;
m_RenderRestartTimer - > setSingleShot ( true ) ;
m_RenderRestartTimer - > start ( 300 ) ; //Will stop the timer if it's already running, and start again.
}
/// <summary>
/// Stop the render timer and abort the rendering process.
/// Optionally block until stopping is complete.
/// </summary>
/// <param name="wait">True to block, else false.</param>
void FractoriumEmberControllerBase : : StopRenderTimer ( bool wait )
{
m_RenderTimer - > stop ( ) ;
if ( m_Renderer . get ( ) )
m_Renderer - > Abort ( ) ;
if ( wait )
{
while ( m_Rendering | | RenderTimerRunning ( ) | | ( Renderer ( ) & & ( ! m_Renderer - > Aborted ( ) | | m_Renderer - > InRender ( ) ) ) )
QApplication : : processEvents ( ) ;
}
}
/// <summary>
/// Stop all timers, rendering and drawing and block until they are done.
/// </summary>
void FractoriumEmberControllerBase : : Shutdown ( )
{
StopRenderTimer ( true ) ;
ClearFinalImages ( ) ;
while ( m_Fractorium - > ui . GLDisplay - > Drawing ( ) )
QApplication : : processEvents ( ) ;
}
/// <summary>
/// Clear the output image buffers.
/// </summary>
void FractoriumEmberControllerBase : : ClearFinalImages ( )
{
Memset ( m_FinalImage ) ;
//Unsure if we should also call RendererCL::ClearFinal() as well. At the moment it seems unnecessary.
}
/// <summary>
/// Update the state of the renderer.
/// Upon changing values, some intelligence is used to avoid blindly restarting the
/// entire iteration proceess every time a value changes. This is because some values don't affect the
/// iteration, and only affect filtering and final accumulation. They are broken into three categories:
/// 1) Restart the entire process.
/// 2) Log/density filter, then final accum.
/// 3) Final accum only.
/// 4) Continue iterating.
/// </summary>
/// <param name="action">The action to take</param>
void FractoriumEmberControllerBase : : UpdateRender ( eProcessAction action )
{
AddProcessAction ( action ) ;
m_RenderElapsedTimer . Tic ( ) ;
}
/// <summary>
/// Call Shutdown() then delete the renderer and clear the textures in the output window if there is one.
/// Note the name is somewhat misleading because a new empty renderer is actually created as a placeholder.
/// This is that the program won't crash if the user adjusts any of the controls while the renderer is shut down.
/// </summary>
template < typename T >
void FractoriumEmberController < T > : : DeleteRenderer ( )
{
Shutdown ( ) ;
m_Renderer = make_unique < EmberNs : : Renderer < T , float > > ( ) ;
if ( GLController ( ) )
GLController ( ) - > ClearWindow ( ) ;
}
/// <summary>
/// Save the current render results to a file.
/// This could benefit from QImageWriter, however its compression capabilities are
/// severely lacking. A Png file comes out larger than a bitmap, so instead use the
/// Png and Jpg wrapper functions from the command line programs.
/// This will embed the id, url and nick fields from the options in the image comments.
/// </summary>
/// <param name="filename">The full path and filename</param>
/// <param name="comments">The comments to save in the png, jpg or exr</param>
/// <param name="pixels">The buffer containing the pixels</param>
/// <param name="width">The width in pixels of the image</param>
/// <param name="height">The height in pixels of the image</param>
/// <param name="png16Bit">Whether to use 16 bits per channel per pixel when saving as Png/32-bits per channel when saving as Exr.</param>
/// <param name="transparency">Whether to use alpha when saving as Png or Exr.</param>
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bool FractoriumEmberControllerBase : : SaveCurrentRender ( const QString & filename , const EmberImageComments & comments , vector < v4F > & pixels , size_t width , size_t height , bool png16Bit , bool transparency )
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{
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bool ret = false ;
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if ( filename ! = " " )
{
const auto size = width * height ;
auto settings = m_Fractorium - > m_Settings ;
QFileInfo fileInfo ( filename ) ;
QString suffix = fileInfo . suffix ( ) ;
string s = filename . toStdString ( ) ;
string id = settings - > Id ( ) . toStdString ( ) ;
string url = settings - > Url ( ) . toStdString ( ) ;
string nick = settings - > Nick ( ) . toStdString ( ) ;
//Ensure dimensions are valid.
if ( pixels . size ( ) < size )
{
m_Fractorium - > ShowCritical ( " Save Failed " , " Dimensions didn't match, not saving. " , true ) ;
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return ret ;
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}
auto data = pixels . data ( ) ;
if ( suffix . endsWith ( " bmp " , Qt : : CaseInsensitive ) | | suffix . endsWith ( " jpg " , Qt : : CaseInsensitive ) )
{
vector < unsigned char > rgb8Image ( size * 3 ) ;
Rgba32ToRgb8 ( data , rgb8Image . data ( ) , width , height ) ;
if ( suffix . endsWith ( " bmp " , Qt : : CaseInsensitive ) )
ret = WriteBmp ( s . c_str ( ) , rgb8Image . data ( ) , width , height ) ;
else if ( suffix . endsWith ( " jpg " , Qt : : CaseInsensitive ) )
ret = WriteJpeg ( s . c_str ( ) , rgb8Image . data ( ) , width , height , 100 , true , comments , id , url , nick ) ;
}
else if ( suffix . endsWith ( " png " , Qt : : CaseInsensitive ) )
{
if ( ! png16Bit )
{
vector < unsigned char > rgba8Image ( size * 4 ) ;
Rgba32ToRgba8 ( data , rgba8Image . data ( ) , width , height , transparency ) ;
ret = WritePng ( s . c_str ( ) , rgba8Image . data ( ) , width , height , 1 , true , comments , id , url , nick ) ;
}
else
{
vector < glm : : uint16 > rgba16Image ( size * 4 ) ;
Rgba32ToRgba16 ( data , rgba16Image . data ( ) , width , height , transparency ) ;
ret = WritePng ( s . c_str ( ) , ( unsigned char * ) rgba16Image . data ( ) , width , height , 2 , true , comments , id , url , nick ) ;
}
}
else if ( suffix . endsWith ( " exr " , Qt : : CaseInsensitive ) )
{
if ( ! png16Bit ) //Repurpose this for EXR 32-bit.
{
vector < Rgba > rgba32Image ( size ) ;
Rgba32ToRgbaExr ( data , rgba32Image . data ( ) , width , height , transparency ) ;
ret = WriteExr16 ( s . c_str ( ) , rgba32Image . data ( ) , width , height , true , comments , id , url , nick ) ;
}
else
{
vector < float > r ( size ) ;
vector < float > g ( size ) ;
vector < float > b ( size ) ;
vector < float > a ( size ) ;
Rgba32ToRgba32Exr ( data , r . data ( ) , g . data ( ) , b . data ( ) , a . data ( ) , width , height , transparency ) ;
ret = WriteExr32 ( s . c_str ( ) , r . data ( ) , g . data ( ) , b . data ( ) , a . data ( ) , width , height , true , comments , id , url , nick ) ;
}
}
else
{
m_Fractorium - > ShowCritical ( " Save Failed " , " Unrecognized format " + suffix + " , not saving. " , true ) ;
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return ret ;
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}
if ( ret )
settings - > SaveFolder ( fileInfo . canonicalPath ( ) ) ;
else
m_Fractorium - > ShowCritical ( " Save Failed " , " Could not save file, try saving to a different folder. " , true ) ;
}
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return ret ;
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}
/// <summary>
/// Add a process action to the list of actions to take.
/// Called in response to the user changing something on the GUI.
/// </summary>
/// <param name="action">The action for the renderer to take</param>
void FractoriumEmberControllerBase : : AddProcessAction ( eProcessAction action )
{
rlg l ( m_Cs ) ;
m_ProcessActions . push_back ( action ) ;
if ( m_Renderer . get ( ) )
m_Renderer - > Abort ( ) ;
}
/// <summary>
/// Condense and clear the process actions into a single action and return.
/// Many actions may be specified, but only the one requiring the greatest amount
/// of processing matters. Extract and return the greatest and clear the vector.
/// </summary>
/// <returns>The most significant processing action desired</returns>
eProcessAction FractoriumEmberControllerBase : : CondenseAndClearProcessActions ( )
{
rlg l ( m_Cs ) ;
auto action = eProcessAction : : NOTHING ;
for ( auto a : m_ProcessActions )
if ( a > action )
action = a ;
m_ProcessActions . clear ( ) ;
return action ;
}
/// <summary>
/// Render progress callback function to update progress bar.
/// </summary>
/// <param name="ember">The ember currently being rendered</param>
/// <param name="foo">An extra dummy parameter</param>
/// <param name="fraction">The progress fraction from 0-100</param>
/// <param name="stage">The stage of iteration. 1 is iterating, 2 is density filtering, 2 is final accumulation.</param>
/// <param name="etaMs">The estimated milliseconds to completion of the current stage</param>
/// <returns>0 if the user has changed anything on the GUI, else 1 to continue rendering.</returns>
template < typename T >
int FractoriumEmberController < T > : : ProgressFunc ( Ember < T > & ember , void * foo , double fraction , int stage , double etaMs )
{
QString status ;
QMetaObject : : invokeMethod ( m_Fractorium - > m_ProgressBar , " setValue " , Qt : : QueuedConnection , Q_ARG ( const int , int ( fraction ) ) ) ; //Only really applies to iter and filter, because final accum only gives progress 0 and 100.
if ( stage = = 0 )
status = " Iterating " ;
else if ( stage = = 1 )
status = " Density Filtering " ;
else if ( stage = = 2 )
status = " Spatial Filtering + Final Accumulation " ;
QMetaObject : : invokeMethod ( m_Fractorium - > m_RenderStatusLabel , " setText " , Qt : : QueuedConnection , Q_ARG ( const QString & , status ) ) ;
return m_ProcessActions . empty ( ) ? 1 : 0 ; //If they've done anything, abort.
}
/// <summary>
/// Clear the undo list as well as the undo/redo index and state.
/// </summary>
template < typename T >
void FractoriumEmberController < T > : : ClearUndo ( )
{
m_UndoIndex = 0 ;
m_UndoList . clear ( ) ;
m_EditState = eEditUndoState : : REGULAR_EDIT ;
m_LastEditWasUndoRedo = false ;
m_Fractorium - > ui . ActionUndo - > setEnabled ( false ) ;
m_Fractorium - > ui . ActionRedo - > setEnabled ( false ) ;
}
/// <summary>
/// The hierarchy/order of sizes is like so:
/// Ember
/// GL Widget
/// Texture (passed to RendererCL)
/// Viewport
/// Since this uses m_GL->SizesMatch(), which uses the renderer's dimensions, this
/// must be called after the renderer has set the current ember.
/// </summary>
/// <returns>True if dimensions had to be resized due to a mismatch, else false.</returns>
template < typename T >
bool FractoriumEmberController < T > : : SyncSizes ( )
{
bool changed = false ;
auto gl = m_Fractorium - > ui . GLDisplay ;
RendererCL < T , float > * rendererCL = nullptr ;
if ( gl & & ! m_GLController - > SizesMatch ( ) )
{
m_GLController - > ClearWindow ( ) ;
gl - > SetDimensions ( static_cast < int > ( m_Ember . m_FinalRasW ) , static_cast < int > ( m_Ember . m_FinalRasH ) ) ;
gl - > Allocate ( ) ;
gl - > SetViewport ( ) ;
if ( m_Renderer - > RendererType ( ) = = eRendererType : : OPENCL_RENDERER & & ( rendererCL = dynamic_cast < RendererCL < T , float > * > ( m_Renderer . get ( ) ) ) )
rendererCL - > SetOutputTexture ( gl - > OutputTexID ( ) ) ;
m_Fractorium - > CenterScrollbars ( ) ;
changed = true ;
}
return changed ;
}
/// <summary>
/// The main rendering function.
/// Called whenever the event loop is idle.
/// </summary>
/// <returns>True if nothing went wrong, else false.</returns>
template < typename T >
bool FractoriumEmberController < T > : : Render ( )
{
if ( ! m_Renderer . get ( ) )
return false ;
m_Rendering = true ;
bool success = true ;
auto gl = m_Fractorium - > ui . GLDisplay ;
RendererCL < T , float > * rendererCL = nullptr ;
eProcessAction qualityAction = eProcessAction : : NOTHING , action = eProcessAction : : NOTHING ;
//Quality is the only parameter we update inside the timer.
//This is to allow the user to rapidly increase the quality spinner
//without fully resetting the render. Instead, it will just keep iterating
//where it last left off in response to an increase.
T d = static_cast < T > ( m_Fractorium - > m_QualitySpin - > value ( ) ) ;
if ( d < m_Ember . m_Quality ) //Full restart if quality decreased.
{
m_Ember . m_Quality = d ;
qualityAction = eProcessAction : : FULL_RENDER ;
}
else if ( d > m_Ember . m_Quality & & ProcessState ( ) = = eProcessState : : ACCUM_DONE ) //If quality increased, keep iterating after current render finishes.
{
m_Ember . m_Quality = d ;
qualityAction = eProcessAction : : KEEP_ITERATING ;
}
else if ( IsClose ( d , m_Ember . m_Quality ) )
qualityAction = eProcessAction : : NOTHING ;
if ( qualityAction = = eProcessAction : : FULL_RENDER )
Update ( [ & ] { } ) ; //Stop the current render, a full restart is needed.
else if ( qualityAction = = eProcessAction : : KEEP_ITERATING )
m_ProcessActions . push_back ( qualityAction ) ; //Special, direct call to avoid resetting the render inside Update() because only KEEP_ITERATING is needed.
action = CondenseAndClearProcessActions ( ) ; //Combine with all other previously requested actions.
if ( m_Renderer - > RendererType ( ) = = eRendererType : : OPENCL_RENDERER )
rendererCL = dynamic_cast < RendererCL < T , float > * > ( m_Renderer . get ( ) ) ;
//Force temporal samples to always be 1. Perhaps change later when animation is implemented.
m_Ember . m_TemporalSamples = 1 ;
//Take care of solo xforms and set the current ember and action.
if ( action ! = eProcessAction : : NOTHING )
{
size_t i = 0 ;
const auto solo = m_Ember . m_Solo ;
const bool forceFinal = m_Fractorium - > HaveFinal ( ) ;
if ( solo ! = - 1 )
{
m_TempOpacities . resize ( m_Ember . TotalXformCount ( forceFinal ) ) ;
while ( auto xform = m_Ember . GetTotalXform ( i ) )
{
m_TempOpacities [ i ] = xform - > m_Opacity ;
xform - > m_Opacity = i + + = = solo ? 1 : 0 ;
}
}
i = 0 ;
m_Renderer - > SetEmber ( m_Ember , action , true ) ;
if ( solo ! = - 1 )
while ( auto xform = m_Ember . GetTotalXform ( i , forceFinal ) )
xform - > m_Opacity = m_TempOpacities [ i + + ] ;
}
//Ensure sizes are equal and if not, update dimensions.
if ( SyncSizes ( ) )
{
action = eProcessAction : : FULL_RENDER ;
return true ;
}
//Determining if a completely new rendering process is being started.
const auto iterBegin = ProcessState ( ) = = eProcessState : : NONE ;
if ( iterBegin )
{
if ( m_Renderer - > RendererType ( ) = = eRendererType : : CPU_RENDERER )
m_SubBatchCount = m_Fractorium - > m_Settings - > CpuSubBatch ( ) ;
else if ( m_Renderer - > RendererType ( ) = = eRendererType : : OPENCL_RENDERER )
m_SubBatchCount = m_Fractorium - > m_Settings - > OpenCLSubBatch ( ) ;
m_Fractorium - > m_ProgressBar - > setValue ( 0 ) ;
const QString status = " Starting " ;
QMetaObject : : invokeMethod ( m_Fractorium - > m_RenderStatusLabel , " setText " , Qt : : QueuedConnection , Q_ARG ( const QString & , status ) ) ;
}
//If the rendering process hasn't finished, render with the current specified action.
if ( ProcessState ( ) ! = eProcessState : : ACCUM_DONE )
{
//if (m_Renderer->Run(m_FinalImage, 0) == RENDER_OK)//Full, non-incremental render for debugging.
const bool update = iterBegin | | m_Fractorium - > m_Settings - > ContinuousUpdate ( ) ;
eRenderStatus result ;
if ( ( result = m_Renderer - > Run ( m_FinalImage , 0 , m_SubBatchCount , update ) ) = = eRenderStatus : : RENDER_OK ) //Force output on iterBegin or if the settings specify to always do it.
{
//The amount to increment sub batch while rendering proceeds is purely empirical.
//Change later if better values can be derived/observed.
if ( m_Renderer - > RendererType ( ) = = eRendererType : : OPENCL_RENDERER )
{
if ( m_SubBatchCount < ( 4 * m_Devices . size ( ) ) ) //More than 4 with OpenCL gives a sluggish UI.
m_SubBatchCount + = m_Devices . size ( ) ;
}
else
{
if ( m_SubBatchCount < 5 )
m_SubBatchCount + + ;
else if ( m_SubBatchCount < 105 ) //More than 105 with CPU gives a sluggish UI.
m_SubBatchCount + = 25 ;
}
//Rendering has finished, update final stats.
if ( ProcessState ( ) = = eProcessState : : ACCUM_DONE )
{
const auto stats = m_Renderer - > Stats ( ) ;
auto iters = ToString < qulonglong > ( stats . m_Iters ) ;
auto scaledQuality = ToString ( static_cast < qulonglong > ( m_Renderer - > ScaledQuality ( ) ) ) ;
//auto renderTime = m_RenderElapsedTimer.Format(m_RenderElapsedTimer.Toc());
auto renderTime = m_RenderElapsedTimer . Format ( stats . m_RenderMs ) ;
m_Fractorium - > m_ProgressBar - > setValue ( 100 ) ;
//Only certain stats can be reported with OpenCL.
if ( m_Renderer - > RendererType ( ) = = eRendererType : : OPENCL_RENDERER )
{
const QString status = " Iters: " + iters + " . Scaled quality: " + scaledQuality + " . Total time: " + QString : : fromStdString ( renderTime ) + " . " ;
QMetaObject : : invokeMethod ( m_Fractorium - > m_RenderStatusLabel , " setText " , Qt : : QueuedConnection , Q_ARG ( const QString & , status ) ) ;
}
else
{
const auto percent = static_cast < double > ( stats . m_Badvals ) / static_cast < double > ( stats . m_Iters ) ;
auto badVals = ToString < qulonglong > ( stats . m_Badvals ) ;
auto badPercent = QLocale : : system ( ) . toString ( percent * 100 , ' f ' , 2 ) ;
const QString status = " Iters: " + iters + " . Scaled quality: " + scaledQuality + " . Bad values: " + badVals + " ( " + badPercent + " %). Total time: " + QString : : fromStdString ( renderTime ) + " . " ;
QMetaObject : : invokeMethod ( m_Fractorium - > m_RenderStatusLabel , " setText " , Qt : : QueuedConnection , Q_ARG ( const QString & , status ) ) ;
}
if ( m_LastEditWasUndoRedo & & ( m_UndoIndex = = m_UndoList . size ( ) - 1 ) ) //Traversing through undo list, reached the end, so put back in regular edit mode.
{
m_EditState = eEditUndoState : : REGULAR_EDIT ;
}
else if ( m_EditState = = eEditUndoState : : REGULAR_EDIT ) //Regular edit, just add to the end of the undo list.
{
const auto btn = QApplication : : mouseButtons ( ) ;
if ( ( action = = eProcessAction : : ACCUM_ONLY | | action = = eProcessAction : : FILTER_AND_ACCUM ) | |
( ! btn . testFlag ( Qt : : LeftButton ) & & ! btn . testFlag ( Qt : : RightButton ) & & ! btn . testFlag ( Qt : : MiddleButton ) ) )
{
m_UndoList . push_back ( m_Ember ) ;
m_UndoIndex = m_UndoList . size ( ) - 1 ;
m_Fractorium - > ui . ActionUndo - > setEnabled ( m_UndoList . size ( ) > 1 ) ;
m_Fractorium - > ui . ActionRedo - > setEnabled ( false ) ;
if ( m_UndoList . size ( ) > = UNDO_SIZE )
m_UndoList . pop_front ( ) ;
}
//else
// qDebug() << "Mouse was down, not adding to undo list.";
}
else if ( ! m_LastEditWasUndoRedo & &
m_UndoList . size ( ) & &
m_UndoIndex < m_UndoList . size ( ) - 1 ) //They were anywhere but the end of the undo list, then did a manual edit, so clear the undo list.
{
Ember < T > ember ( m_UndoList [ m_UndoIndex ] ) ;
ClearUndo ( ) ;
m_UndoList . push_back ( ember ) ;
m_UndoList . push_back ( m_Ember ) ;
m_UndoIndex = m_UndoList . size ( ) - 1 ;
m_Fractorium - > ui . ActionUndo - > setEnabled ( true ) ;
m_Fractorium - > ui . ActionRedo - > setEnabled ( false ) ;
}
m_LastEditWasUndoRedo = false ;
m_Fractorium - > UpdateHistogramBounds ( ) ; //Mostly of engineering interest.
FillSummary ( ) ; //Only update summary on render completion since it's not the type of thing the user needs real-time updates on.
}
//Update the GL window on start or continuous rendering because the output will be forced.
//Update it on finish because the rendering process is completely done.
if ( update | | ProcessState ( ) = = eProcessState : : ACCUM_DONE )
{
gl - > update ( ) ; //Queue update.
if ( ProcessState ( ) = = eProcessState : : ACCUM_DONE )
SaveCurrentToOpenedFile ( ) ; //Will not save if the previews are still rendering.
//Uncomment for debugging kernel build and execution errors.
//m_Fractorium->ui.InfoRenderingTextEdit->setText(QString::fromStdString(m_Fractorium->m_Wrapper.DumpInfo()));
//if (rendererCL)
//{
// string s = "OpenCL Kernels: \r\n" + rendererCL->IterKernel() + "\r\n" + rendererCL->DEKernel() + "\r\n" + rendererCL->FinalAccumKernel();
//
// QMetaObject::invokeMethod(m_Fractorium->ui.InfoRenderingTextEdit, "setText", Qt::QueuedConnection, Q_ARG(const QString&, QString::fromStdString(s)));
//}
}
}
else if ( result ! = eRenderStatus : : RENDER_ABORT ) //If error was returned, something went very wrong, show error report.
{
auto errors = m_Renderer - > ErrorReport ( ) ;
success = false ;
m_FailedRenders + + ;
const QString status = " Rendering failed, see info tab. Try changing parameters. " ;
QMetaObject : : invokeMethod ( m_Fractorium - > m_RenderStatusLabel , " setText " , Qt : : QueuedConnection , Q_ARG ( const QString & , status ) ) ;
m_Fractorium - > ErrorReportToQTextEdit ( errors , m_Fractorium - > ui . InfoRenderingTextEdit ) ;
m_Renderer - > ClearErrorReport ( ) ;
if ( m_FailedRenders > = 3 )
{
m_Rendering = false ;
StopRenderTimer ( true ) ;
const QString status2 = " Rendering failed 3 or more times, stopping all rendering, see info tab. Try changing renderer types. " ;
QMetaObject : : invokeMethod ( m_Fractorium - > m_RenderStatusLabel , " setText " , Qt : : QueuedConnection , Q_ARG ( const QString & , status2 ) ) ;
ClearFinalImages ( ) ;
m_GLController - > ClearWindow ( ) ;
if ( rendererCL )
{
//string s = "OpenCL Kernels: \r\n" + rendererCL->IterKernel() + "\r\n" + rendererCL->DEKernel() + "\r\n" + rendererCL->FinalAccumKernel();
rendererCL - > ClearFinal ( ) ;
//QMetaObject::invokeMethod(m_Fractorium->ui.InfoRenderingTextEdit, "setText", Qt::QueuedConnection, Q_ARG(const QString&, QString::fromStdString(s)));
}
}
}
}
//Upon finishing, or having nothing to do, rest.
if ( ProcessState ( ) = = eProcessState : : ACCUM_DONE )
QThread : : msleep ( 1 ) ;
m_Rendering = false ;
return success ;
}
/// <summary>
/// Stop rendering and initialize a new renderer, using the specified type.
/// Rendering will be left in a stopped state. The caller is responsible for restarting the render loop again.
/// </summary>
/// <param name="renderType">The type of render to create</param>
/// <param name="devices">The platform,device index pairs of the devices to use</param>
/// <param name="updatePreviews">True to re-render the library previews, else false.</param>
/// <param name="shared">True if shared with OpenGL, else false. Default: true.</param>
/// <returns>True if nothing went wrong, else false.</returns>
template < typename T >
bool FractoriumEmberController < T > : : CreateRenderer ( eRendererType renderType , const vector < pair < size_t , size_t > > & devices , bool updatePreviews , bool shared )
{
bool ok = true ;
auto s = m_Fractorium - > m_Settings ;
auto gl = m_Fractorium - > ui . GLDisplay ;
if ( ! m_Renderer . get ( ) | | ( m_Renderer - > RendererType ( ) ! = renderType ) | | ! Equal ( m_Devices , devices ) | | m_Renderer - > Shared ( ) ! = shared )
{
EmberReport emberReport ;
vector < string > errorReport ;
DeleteRenderer ( ) ; //Delete the renderer and refresh the textures.
//Before starting, must take care of allocations.
if ( gl - > Allocate ( true ) ) //Forcing a realloc of the texture is necessary on AMD, but not on nVidia.
{
m_Renderer = unique_ptr < EmberNs : : RendererBase > ( : : CreateRenderer < T > ( renderType , devices , shared , gl - > OutputTexID ( ) , emberReport ) ) ; //Always make bucket type float.
errorReport = emberReport . ErrorReport ( ) ;
if ( errorReport . empty ( ) )
{
m_Devices = devices ;
m_OutputTexID = gl - > OutputTexID ( ) ;
}
else
{
ok = false ;
m_Fractorium - > ShowCritical ( " Renderer Creation Error " , " Could not create requested renderer, fallback CPU renderer created. See info tab for details. " ) ;
m_Fractorium - > ErrorReportToQTextEdit ( errorReport , m_Fractorium - > ui . InfoRenderingTextEdit ) ;
}
}
else
{
ok = false ;
m_Fractorium - > ShowCritical ( " Renderer Creation Error " , " Could not create OpenGL texture, interactive rendering will be disabled. " ) ;
m_Fractorium - > ErrorReportToQTextEdit ( errorReport , m_Fractorium - > ui . InfoRenderingTextEdit ) ;
}
}
if ( m_Renderer . get ( ) )
{
m_RenderType = m_Renderer - > RendererType ( ) ;
if ( m_RenderType = = eRendererType : : OPENCL_RENDERER )
{
auto val = m_Fractorium - > m_Settings - > OpenClQuality ( ) * m_Fractorium - > m_Settings - > Devices ( ) . size ( ) ;
m_Fractorium - > m_QualitySpin - > DoubleClickZero ( val ) ;
m_Fractorium - > m_QualitySpin - > DoubleClickNonZero ( val ) ;
if ( m_Fractorium - > m_QualitySpin - > value ( ) < val )
m_Fractorium - > m_QualitySpin - > setValue ( val ) ;
if ( auto rendererCL = dynamic_cast < RendererCL < T , float > * > ( m_Renderer . get ( ) ) )
rendererCL - > SubBatchPercentPerThread ( static_cast < float > ( s - > OpenCLSubBatchPct ( ) ) ) ;
}
else
{
const auto quality = m_Fractorium - > m_Settings - > CpuQuality ( ) ;
m_Fractorium - > m_QualitySpin - > DoubleClickZero ( quality ) ;
m_Fractorium - > m_QualitySpin - > DoubleClickNonZero ( quality ) ;
if ( m_Fractorium - > m_QualitySpin - > value ( ) > quality )
m_Fractorium - > m_QualitySpin - > setValue ( quality ) ;
}
m_Renderer - > Callback ( this ) ;
m_Renderer - > ReclaimOnResize ( true ) ;
//Give it an initial ember, will be updated many times later.
//Even though the bounds are computed when starting the next render. The OpenGL draw calls use these values, which might get called before the render starts.
m_Renderer - > SetEmber ( m_Ember , eProcessAction : : FULL_RENDER , true ) ;
m_Renderer - > EarlyClip ( s - > EarlyClip ( ) ) ;
m_Renderer - > YAxisUp ( s - > YAxisUp ( ) ) ;
m_Renderer - > ThreadCount ( s - > ThreadCount ( ) ) ;
if ( m_Renderer - > RendererType ( ) = = eRendererType : : CPU_RENDERER )
m_Renderer - > InteractiveFilter ( s - > CpuDEFilter ( ) ? eInteractiveFilter : : FILTER_DE : eInteractiveFilter : : FILTER_LOG ) ;
else
m_Renderer - > InteractiveFilter ( s - > OpenCLDEFilter ( ) ? eInteractiveFilter : : FILTER_DE : eInteractiveFilter : : FILTER_LOG ) ;
if ( updatePreviews )
{
m_LibraryPreviewRenderer = make_unique < TreePreviewRenderer < T > > ( this , m_Fractorium - > ui . LibraryTree , m_EmberFile ) ; //Will take the same settings as the main renderer.
RenderLibraryPreviews ( ) ;
}
m_FailedRenders = 0 ;
m_RenderElapsedTimer . Tic ( ) ;
//Leave rendering in a stopped state. The caller is responsible for restarting the render loop again.
}
else
{
ok = false ;
m_Fractorium - > ShowCritical ( " Renderer Creation Error " , " Creating a basic CPU renderer failed, something is catastrophically wrong. Exiting program. " ) ;
QApplication : : quit ( ) ;
}
return ok ;
}
/// <summary>
/// Enable or disable the controls related to changing the renderer.
/// Used when pausing and restarting the renderer.
/// </summary>
/// <param name="enable">True to enable, else false.</param>
void Fractorium : : EnableRenderControls ( bool enable )
{
ui . ActionCpu - > setEnabled ( enable ) ;
ui . ActionCL - > setEnabled ( enable ) ;
ui . ActionSP - > setEnabled ( enable ) ;
ui . ActionDP - > setEnabled ( enable ) ;
ui . ActionOptions - > setEnabled ( enable ) ;
}
/// <summary>
/// Wrapper to stop the timer, shutdown the controller and recreate, then restart the controller and renderer from the options.
/// </summary>
/// <param name="updatePreviews">True to re-render the library previews, else false.</param>
void Fractorium : : ShutdownAndRecreateFromOptions ( bool updatePreviews )
{
//First completely stop what the current rendering process is doing.
m_Controller - > Shutdown ( ) ;
StartRenderTimer ( updatePreviews ) ; //This will recreate the controller and/or the renderer from the options if necessary, then start the render timer.
m_Settings - > sync ( ) ;
}
/// <summary>
/// Create a new renderer from the options.
/// </summary>
/// <param name="updatePreviews">True to re-render the library previews, else false.</param>
/// <returns>True if nothing went wrong, else false.</returns>
bool Fractorium : : CreateRendererFromOptions ( bool updatePreviews )
{
bool ok = true ;
const auto useOpenCL = m_Info - > Ok ( ) & & m_Settings - > OpenCL ( ) ;
auto v = Devices ( m_Settings - > Devices ( ) ) ;
const auto doOpenCL = useOpenCL & & ! v . empty ( ) ;
ui . ActionCopyKernel - > setEnabled ( doOpenCL ) ;
//The most important option to process is what kind of renderer is desired, so do it first.
if ( ! m_Controller - > CreateRenderer ( doOpenCL ? eRendererType : : OPENCL_RENDERER : eRendererType : : CPU_RENDERER , v , updatePreviews , doOpenCL & & m_Settings - > SharedTexture ( ) ) )
{
//If using OpenCL, will only get here if creating RendererCL failed, but creating a backup CPU Renderer succeeded.
ShowCritical ( " Renderer Creation Error " , " Error creating renderer, most likely a GPU problem. Using CPU instead. " ) ;
m_Settings - > OpenCL ( false ) ;
m_Settings - > SharedTexture ( false ) ;
ui . ActionCpu - > setChecked ( true ) ;
ui . ActionCL - > setChecked ( false ) ;
ui . ActionCopyKernel - > setEnabled ( false ) ;
m_OptionsDialog - > ui . OpenCLCheckBox - > setChecked ( false ) ;
m_OptionsDialog - > ui . SharedTextureCheckBox - > setChecked ( false ) ;
if ( m_FinalRenderDialog )
m_FinalRenderDialog - > ui . FinalRenderOpenCLCheckBox - > setChecked ( false ) ;
ok = false ;
}
if ( auto rendererCL = dynamic_cast < RendererCLBase * > ( m_Controller - > Renderer ( ) ) )
{
rendererCL - > m_CompileBegun = [ & ] ( )
{
const QString status = " Compiling OpenCL kernel... " ;
QMetaObject : : invokeMethod ( m_RenderStatusLabel , " setText " , Qt : : QueuedConnection , Q_ARG ( const QString & , status ) ) ;
//m_RenderStatusLabel->repaint();
QApplication : : processEvents ( ) ;
} ;
}
return ok ;
}
/// <summary>
/// Create a new controller from the options.
/// This does not create the internal renderer or start the timers.
/// </summary>
/// <returns>True if successful, else false.</returns>
bool Fractorium : : CreateControllerFromOptions ( )
{
const size_t elementSize =
# ifdef DO_DOUBLE
m_Settings - > Double ( ) ? sizeof ( double ) :
# endif
sizeof ( float ) ;
if ( ! m_Controller . get ( ) | | ( m_Controller - > SizeOfT ( ) ! = elementSize ) )
{
const auto hue = m_PaletteHueSpin - > value ( ) ;
const auto sat = m_PaletteSaturationSpin - > value ( ) ;
const auto bright = m_PaletteBrightnessSpin - > value ( ) ;
const auto con = m_PaletteContrastSpin - > value ( ) ;
const auto blur = m_PaletteBlurSpin - > value ( ) ;
const auto freq = m_PaletteFrequencySpin - > value ( ) ;
const auto rot = m_PreviewPaletteRotation ;
double scale = 0 ;
uint current = 0 ;
# ifdef DO_DOUBLE
EmberFile < double > efd ;
Palette < double > tempPalette ;
--User changes
-Remove the Type field from the variations tree and instead just put the type indicator icon next to the variation name.
-Double clicking to toggle variation parameter spinners now resets the value to the default if there is one, else it uses zero. If it is already using the default, it is toggled to 0.
-Add a new button to toggle xaos on and off.
-When duplicating a flame, insert it immediately after the one being duplicated instead of at the end of the file.
-When switching between flames in a file, keep the same xform index selected rather than resetting it to the first xform each time.
-Create a threaded writer for the final render and EmberAnimate so the rendering process does not get delayed by file saving which may take a long time.
-Remove warning which said "Frames per rot cannot be greater than one while Rotations is zero" when generating a sequence.
-Add the Circle_Rand variation from Chaotica.
-Add tool tips to clarify the following items:
--Auto Unique Filenames checkbox in the options dialog.
--Xaos table headers.
--Bug fixes
-Generating sequences using the following variations would be done incorrectly: circletrans1, collideoscope, crob, curlsp, glynnsim1, glynnsim2, hypercrop, julian, julian, mobiusn, nblur, waves2, wavesn.
-Adding/removing nodes from the color curve had accidentally been disabled.
-The applied xaos weight table was not showing normalized weight values.
-Changing the size of a flame was not observing the Apply To All checkbox.
-Do not clamp the Rotate field to +/-180, because this causes the rotation to switch from CW to CCW during sequence generation. Instead, leave it exactly as the user entered it so the rotations proceed in the same direction.
2023-11-22 00:58:22 -05:00
Ember < double > xaosToggle ;
2023-04-25 19:59:54 -04:00
# else
EmberFile < float > efd ;
Palette < float > tempPalette ;
--User changes
-Remove the Type field from the variations tree and instead just put the type indicator icon next to the variation name.
-Double clicking to toggle variation parameter spinners now resets the value to the default if there is one, else it uses zero. If it is already using the default, it is toggled to 0.
-Add a new button to toggle xaos on and off.
-When duplicating a flame, insert it immediately after the one being duplicated instead of at the end of the file.
-When switching between flames in a file, keep the same xform index selected rather than resetting it to the first xform each time.
-Create a threaded writer for the final render and EmberAnimate so the rendering process does not get delayed by file saving which may take a long time.
-Remove warning which said "Frames per rot cannot be greater than one while Rotations is zero" when generating a sequence.
-Add the Circle_Rand variation from Chaotica.
-Add tool tips to clarify the following items:
--Auto Unique Filenames checkbox in the options dialog.
--Xaos table headers.
--Bug fixes
-Generating sequences using the following variations would be done incorrectly: circletrans1, collideoscope, crob, curlsp, glynnsim1, glynnsim2, hypercrop, julian, julian, mobiusn, nblur, waves2, wavesn.
-Adding/removing nodes from the color curve had accidentally been disabled.
-The applied xaos weight table was not showing normalized weight values.
-Changing the size of a flame was not observing the Apply To All checkbox.
-Do not clamp the Rotate field to +/-180, because this causes the rotation to switch from CW to CCW during sequence generation. Instead, leave it exactly as the user entered it so the rotations proceed in the same direction.
2023-11-22 00:58:22 -05:00
Ember < float > xaosToggle ;
2023-04-25 19:59:54 -04:00
# endif
const QModelIndex index = ui . LibraryTree - > currentIndex ( ) ;
ui . LibraryTree - > clear ( ) ; //This must be here before FillLibraryTree() is called below, else a spurious EmberTreeItemChanged event will be called on a deleted object.
//First check if a controller has already been created, and if so, save its embers and gracefully shut it down.
if ( m_Controller . get ( ) )
{
scale = m_Controller - > LockedScale ( ) ;
m_Controller - > StopAllPreviewRenderers ( ) ; //Must stop any previews first, else changing controllers will crash the program and SaveCurrentToOpenedFile() will return 0.
m_Controller - > CopyTempPalette ( tempPalette ) ; //Convert float to double or save double verbatim;
current = m_Controller - > SaveCurrentToOpenedFile ( false ) ;
//Replace below with this once LLVM fixes a crash in their compiler with default lambda parameters.//TODO
//m_Controller->CopyEmberFile(efd);
--User changes
-Remove the Type field from the variations tree and instead just put the type indicator icon next to the variation name.
-Double clicking to toggle variation parameter spinners now resets the value to the default if there is one, else it uses zero. If it is already using the default, it is toggled to 0.
-Add a new button to toggle xaos on and off.
-When duplicating a flame, insert it immediately after the one being duplicated instead of at the end of the file.
-When switching between flames in a file, keep the same xform index selected rather than resetting it to the first xform each time.
-Create a threaded writer for the final render and EmberAnimate so the rendering process does not get delayed by file saving which may take a long time.
-Remove warning which said "Frames per rot cannot be greater than one while Rotations is zero" when generating a sequence.
-Add the Circle_Rand variation from Chaotica.
-Add tool tips to clarify the following items:
--Auto Unique Filenames checkbox in the options dialog.
--Xaos table headers.
--Bug fixes
-Generating sequences using the following variations would be done incorrectly: circletrans1, collideoscope, crob, curlsp, glynnsim1, glynnsim2, hypercrop, julian, julian, mobiusn, nblur, waves2, wavesn.
-Adding/removing nodes from the color curve had accidentally been disabled.
-The applied xaos weight table was not showing normalized weight values.
-Changing the size of a flame was not observing the Apply To All checkbox.
-Do not clamp the Rotate field to +/-180, because this causes the rotation to switch from CW to CCW during sequence generation. Instead, leave it exactly as the user entered it so the rotations proceed in the same direction.
2023-11-22 00:58:22 -05:00
m_Controller - > CopyXaosToggleEmber ( xaosToggle ) ;
2023-04-25 19:59:54 -04:00
# ifdef DO_DOUBLE
m_Controller - > CopyEmberFile ( efd , false , [ & ] ( Ember < double > & ember ) { } ) ;
# else
m_Controller - > CopyEmberFile ( efd , false , [ & ] ( Ember < float > & ember ) { } ) ;
# endif
m_Controller - > Shutdown ( ) ;
}
# ifdef DO_DOUBLE
if ( m_Settings - > Double ( ) )
m_Controller = unique_ptr < FractoriumEmberControllerBase > ( new FractoriumEmberController < double > ( this ) ) ;
else
# endif
m_Controller = unique_ptr < FractoriumEmberControllerBase > ( new FractoriumEmberController < float > ( this ) ) ;
//Restore the ember and ember file.
if ( m_Controller . get ( ) )
{
if ( auto prev = efd . Get ( current ) ) //Restore base temp palette. Adjustments will be then be applied and stored back in in m_Ember.m_Palette below.
prev - > m_Palette = tempPalette ;
m_Controller - > SetEmberFile ( efd , true ) ;
//Template specific palette table and variations tree setup in controller constructor, but
//must manually setup the library tree here because it's after the embers were assigned.
//Passing row re-selects the item that was previously selected.
//This will eventually call FillParamTablesAndPalette(), which in addition to filling in various fields,
//will apply the palette adjustments.
m_Controller - > FillLibraryTree ( index . row ( ) ) ;
m_Controller - > SetEmber ( current , true ) ;
--User changes
-Remove the Type field from the variations tree and instead just put the type indicator icon next to the variation name.
-Double clicking to toggle variation parameter spinners now resets the value to the default if there is one, else it uses zero. If it is already using the default, it is toggled to 0.
-Add a new button to toggle xaos on and off.
-When duplicating a flame, insert it immediately after the one being duplicated instead of at the end of the file.
-When switching between flames in a file, keep the same xform index selected rather than resetting it to the first xform each time.
-Create a threaded writer for the final render and EmberAnimate so the rendering process does not get delayed by file saving which may take a long time.
-Remove warning which said "Frames per rot cannot be greater than one while Rotations is zero" when generating a sequence.
-Add the Circle_Rand variation from Chaotica.
-Add tool tips to clarify the following items:
--Auto Unique Filenames checkbox in the options dialog.
--Xaos table headers.
--Bug fixes
-Generating sequences using the following variations would be done incorrectly: circletrans1, collideoscope, crob, curlsp, glynnsim1, glynnsim2, hypercrop, julian, julian, mobiusn, nblur, waves2, wavesn.
-Adding/removing nodes from the color curve had accidentally been disabled.
-The applied xaos weight table was not showing normalized weight values.
-Changing the size of a flame was not observing the Apply To All checkbox.
-Do not clamp the Rotate field to +/-180, because this causes the rotation to switch from CW to CCW during sequence generation. Instead, leave it exactly as the user entered it so the rotations proceed in the same direction.
2023-11-22 00:58:22 -05:00
m_Controller - > SetXaosToggleEmber ( xaosToggle ) ;
2023-04-25 19:59:54 -04:00
m_Controller - > LockedScale ( scale ) ;
//Setting these and updating the GUI overwrites the work of clearing them done in SetEmber() above.
//It's a corner case, but doesn't seem to matter.
m_PaletteHueSpin - > SetValueStealth ( hue ) ;
m_PaletteSaturationSpin - > SetValueStealth ( sat ) ;
m_PaletteBrightnessSpin - > SetValueStealth ( bright ) ;
m_PaletteContrastSpin - > SetValueStealth ( con ) ;
m_PaletteBlurSpin - > SetValueStealth ( blur ) ;
m_PaletteFrequencySpin - > SetValueStealth ( freq ) ;
m_PreviewPaletteRotation = rot ;
m_Controller - > PaletteAdjust ( ) ; //Applies the adjustments to temp and saves in m_Ember.m_Palette, then fills in the palette preview widget.
}
return m_Controller . get ( ) ;
}
return false ;
}
/// <summary>
/// Start the render timer.
/// If a renderer has not been created yet, or differs form the options, it will first be created from the options.
/// </summary>
/// <param name="updatePreviews">True to re-render the library previews, else false.</param>
void Fractorium : : StartRenderTimer ( bool updatePreviews )
{
//Starting the render timer, either for the first time
//or from a paused state, such as resizing or applying new options.
const auto newController = CreateControllerFromOptions ( ) ;
if ( m_Controller . get ( ) )
{
//On program startup, the renderer does not get initialized until now.
//If a new controller was created, then previews will have started, so only start the previews if a new controller
//was *not* created and updatePreviews is true.
CreateRendererFromOptions ( updatePreviews & & ! newController ) ;
if ( m_Controller - > Renderer ( ) )
m_Controller - > StartRenderTimer ( ) ;
}
}
/// <summary>
/// Idle timer event which calls the controller's Render() function.
/// </summary>
void Fractorium : : IdleTimer ( ) { m_Controller - > Render ( ) ; }
/// <summary>
/// Thin wrapper to determine if the controllers have been properly initialized.
/// </summary>
/// <returns>True if the ember controller and GL controllers are both not nullptr, else false.</returns>
bool Fractorium : : ControllersOk ( ) { return m_Controller . get ( ) & & m_Controller - > GLController ( ) ; }
template class FractoriumEmberController < float > ;
# ifdef DO_DOUBLE
template class FractoriumEmberController < double > ;
# endif