Features:

--Add support for Exr files which use 32-bit floats for each RGBA channel. Seems to come out too washed out.
--Allow for clearing an individual color curve.
--Allow for saving multiple image types in EmberRender and EmberAnimate. All writes are threaded.
--Remove --bpc command line argument. Add format png16 as a replacement.
--Remove --enable_jpg_comments and --enable_png_comments command line arguments, and replace them with --enable_comments which applies to jpg, png and exr.
--Add menu items to variations and affine spinners which allow for easy entry of specific numeric values like pi.
--Make final render dialog be wider rather than so tall.

Bug fixes:
--Fix some OpenCL compile errors on Mac.
--Remove ability to save bitmap files on all platforms but Windows.

Code changes:
--New dependency on OpenEXR.
--Allow Curves class to interact with objects of a different template type.
--Make m_Curves member of Ember always use float as template type.
--Set the length of the curves array to always be 2^17 which should offer enough precision with new 32-bit float pixel types.
--Set pixel types to always be 32-bit float. This results in a major reduction of code in the final accumulation part of Renderer.h/cpp.
--Remove corresponding code from RendererCL and FinalAccumOpenCLKernelCreator.
--Remove Transparency, NumChannels and BytesPerPixel setters from Renderer.h/cpp.
--Add new global functions to format final image buffers and place all alpha calculation and scaling code in them.
--Blending is no longer needed in OpenGLWidget because of the new pixel type.
--Make new class, AffineDoubleSpinBox.
--Attempt to make file save dialog code work the same on all OSes.
--Remove some unused functions.
This commit is contained in:
Person
2017-07-22 13:43:35 -07:00
parent d5760e451a
commit de613404de
68 changed files with 1755 additions and 1276 deletions

View File

@ -349,9 +349,10 @@ void Fractorium::OnActionSaveCurrentScreen(bool checked)
auto filename = SetupSaveImageDialog(m_Controller->Name());
auto renderer = m_Controller->Renderer();
auto& pixels = *m_Controller->FinalImage();
auto rendererCL = dynamic_cast<RendererCLBase*>(m_Controller->Renderer());
auto rendererCL = dynamic_cast<RendererCLBase*>(renderer);
auto stats = m_Controller->Stats();
auto comments = renderer->ImageComments(stats, 0, true);
auto settings = FractoriumSettings::Instance();
if (rendererCL && renderer->PrepFinalAccumVector(pixels))
{
@ -362,7 +363,7 @@ void Fractorium::OnActionSaveCurrentScreen(bool checked)
}
}
m_Controller->SaveCurrentRender(filename, comments, pixels, renderer->FinalRasW(), renderer->FinalRasH(), renderer->NumChannels(), renderer->BytesPerChannel());
m_Controller->SaveCurrentRender(filename, comments, pixels, renderer->FinalRasW(), renderer->FinalRasH(), settings->Png16Bit(), settings->Transparency());
}
/// <summary>
@ -879,7 +880,7 @@ void Fractorium::OnActionFinalRender(bool checked)
void Fractorium::OnFinalRenderClose(int result)
{
m_RenderStatusLabel->setText("Renderer starting...");
StartRenderTimer();//Re-create the renderer and start rendering again.
StartRenderTimer(false);//Re-create the renderer and start rendering again.
ui.ActionStartStopRenderer->setChecked(false);//Re-enable any controls that might have been disabled.
OnActionStartStopRenderer(false);
}
@ -892,10 +893,17 @@ void Fractorium::OnFinalRenderClose(int result)
/// <param name="checked">Ignored</param>
void Fractorium::OnActionOptions(bool checked)
{
bool ec = m_Settings->EarlyClip();
bool yup = m_Settings->YAxisUp();
bool trans = m_Settings->Transparency();
if (m_OptionsDialog->exec())
{
bool updatePreviews = ec != m_Settings->EarlyClip() ||
yup != m_Settings->YAxisUp() ||
trans != m_Settings->Transparency();
SyncOptionsToToolbar();//This won't trigger a recreate, the call below handles it.
ShutdownAndRecreateFromOptions();//This will recreate the controller and/or the renderer from the options if necessary, then start the render timer.
ShutdownAndRecreateFromOptions(updatePreviews);//This will recreate the controller and/or the renderer from the options if necessary, then start the render timer.
}
}