2014-07-08 03:11:14 -04:00
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#pragma once
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#include "EmberDefines.h"
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#include "Affine2D.h"
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#include "Timing.h"
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/// <summary>
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/// Basic point and color structures used in iteration.
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/// </summary>
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namespace EmberNs
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{
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/// <summary>
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/// The point used to store the result of each iteration, which is
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/// a spatial coordinate, a color index/coordinate and a visibility value.
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/// Note that a Y color coordinate is not used at the moment because
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/// only 1D palettes are supported like the original. However, in the future
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/// 2D palettes may be supported like Fractron does.
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/// Template argument expected to be float or double.
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/// </summary>
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template <typename T>
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class EMBER_API Point
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{
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public:
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/// <summary>
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/// Constructor to initialize spatial and color coordinates to zero, with full visibility.
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/// </summary>
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2016-04-03 21:55:12 -04:00
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Point() = default;
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~Point() = default;
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2014-07-08 03:11:14 -04:00
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/// <summary>
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/// Default copy constructor.
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/// </summary>
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/// <param name="point">The Point object to copy</param>
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Point(const Point<T>& point)
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{
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Point<T>::operator=<T>(point);
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}
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/// <summary>
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/// Copy constructor to copy a Point object of type U.
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/// </summary>
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/// <param name="point">The Point object to copy</param>
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template <typename U>
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Point(const Point<U>& point)
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{
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Point<T>::operator=<U>(point);
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}
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/// <summary>
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/// Default assignment operator.
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/// </summary>
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/// <param name="point">The Point object to copy</param>
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Point<T>& operator = (const Point<T>& point)
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{
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if (this != &point)
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Point<T>::operator=<T>(point);
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return *this;
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}
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/// <summary>
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/// Assignment operator to assign a Point object of type U.
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/// </summary>
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/// <param name="point">The Point object to copy.</param>
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/// <returns>Reference to updated self</returns>
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template <typename U>
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Point<T>& operator = (const Point<U>& point)
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{
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m_X = point.m_X;
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m_Y = point.m_Y;
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m_Z = point.m_Z;
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m_ColorX = point.m_ColorX;
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//m_ColorY = point.m_ColorY;
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2017-03-27 21:05:06 -04:00
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m_Opacity = point.m_Opacity;
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2014-07-08 03:11:14 -04:00
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return *this;
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}
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2016-04-03 21:55:12 -04:00
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//Set spatial and color coordinates to zero, with full visibility.
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T m_X = 0;
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T m_Y = 0;
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T m_Z = 0;
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T m_ColorX = 0;
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2014-07-08 03:11:14 -04:00
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//T m_ColorY;
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2017-03-27 21:05:06 -04:00
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T m_Opacity = 1;
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2014-07-08 03:11:14 -04:00
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};
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/// <summary>
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/// Comparer used for sorting the results of iteration by their spatial x coordinates.
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/// </summary>
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/// <param name="a">The first point to compare</param>
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/// <param name="b">The second point to compare</param>
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/// <returns>1 if the first point had an x coordinate less than the second point, else 0</returns>
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template <typename T>
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static int SortPointByX(const Point<T>& a, const Point<T>& b)
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{
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return a.m_X < b.m_X;
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}
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/// <summary>
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/// Comparer used for sorting the results of iteration by their spatial y coordinates.
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/// </summary>
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/// <param name="a">The first point to compare</param>
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/// <param name="b">The second point to compare</param>
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/// <returns>1 if the first point had an y coordinate less than the second point, else 0</returns>
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template <typename T>
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static int SortPointByY(const Point<T>& a, const Point<T>& b)
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{
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return a.m_Y < b.m_Y;
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}
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/// <summary>
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/// Thin override of a glm::vec4 which adds a couple of functions
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/// specific to color handling.
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/// </summary>
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template <typename T>
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2014-09-01 00:25:15 -04:00
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struct EMBER_API Color : public v4T
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2014-07-08 03:11:14 -04:00
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{
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2014-09-01 00:25:15 -04:00
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#ifndef _WIN32
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2016-04-03 21:55:12 -04:00
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using v4T::r;
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using v4T::g;
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using v4T::b;
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using v4T::a;
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2014-09-01 00:25:15 -04:00
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#endif
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2014-07-08 03:11:14 -04:00
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public:
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/// <summary>
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/// Constructor to set color values to zero, with full visibility.
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/// </summary>
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Color()
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{
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Reset();
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}
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/// <summary>
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/// Default copy constructor.
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/// </summary>
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/// <param name="color">The Color object to copy</param>
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Color(const Color<T>& color)
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--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
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: v4T()
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2014-07-08 03:11:14 -04:00
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{
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Color<T>::operator=<T>(color);
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}
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/// <summary>
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/// Copy constructor to copy a Color object of type U.
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/// </summary>
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/// <param name="color">The Color object to copy</param>
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template <typename U>
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Color(const Color<U>& color)
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{
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Color<T>::operator=<U>(color);
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}
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/// <summary>
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/// Default assignment operator.
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/// </summary>
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/// <param name="color">The Color object to copy</param>
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Color<T>& operator = (const Color<T>& color)
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{
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if (this != &color)
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Color<T>::operator=<T>(color);
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return *this;
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}
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/// <summary>
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/// Assignment operator to assign a Color object of type U.
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/// </summary>
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/// <param name="color">The Color object to copy.</param>
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/// <returns>Reference to updated self</returns>
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template <typename U>
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Color<T>& operator = (const Color<U>& color)
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{
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2014-09-01 00:25:15 -04:00
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#ifdef _WIN32
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2014-07-08 03:11:14 -04:00
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v4T::operator=<U>(color);
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2014-09-01 00:25:15 -04:00
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#else
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v4T::template operator=<U>(color);
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#endif
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2014-07-08 03:11:14 -04:00
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return *this;
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}
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/// <summary>
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/// Member-wise constructor.
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/// </summary>
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2015-07-07 00:36:46 -04:00
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/// <param name="rr">The red value, either 0-1 or 0-255.</param>
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/// <param name="gg">The green value, either 0-1 or 0-255.</param>
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/// <param name="bb">The blue value, either 0-1 or 0-255.</param>
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/// <param name="aa">The alpha value, either 0-1 or 0-255.</param>
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2014-07-08 03:11:14 -04:00
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Color(T rr, T gg, T bb, T aa)
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: v4T(rr, gg, bb, aa)
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{
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}
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/// <summary>
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/// Set color values and visibility to zero.
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/// </summary>
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inline void Clear()
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{
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r = 0;
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g = 0;
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b = 0;
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a = 0;
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}
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/// <summary>
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/// Set color values to zero, with full visibility.
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/// </summary>
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/// <param name="norm">If norm is true, the color fields are expected to have a range of 0-1, else 0-255</param>
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inline void Reset(bool norm = true)
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{
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r = 0;
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g = 0;
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b = 0;
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a = norm ? T(1) : T(255);
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}
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};
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2014-09-10 01:41:26 -04:00
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}
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