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

@ -54,8 +54,6 @@ void GLWidget::InitGL()
void GLWidget::DrawQuad()
{
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
auto renderer = m_Fractorium->m_Controller->Renderer();
auto finalImage = m_Fractorium->m_Controller->FinalImage();
@ -65,7 +63,7 @@ void GLWidget::DrawQuad()
glBindTexture(GL_TEXTURE_2D, m_OutputTexID);//The texture to draw to.
//Only draw if the dimensions match exactly.
if (m_TexWidth == width() && m_TexHeight == height() && ((m_TexWidth * m_TexHeight * 4) == GLint(finalImage->size())))
if (m_TexWidth == width() && m_TexHeight == height() && ((m_TexWidth * m_TexHeight) == GLint(finalImage->size())))
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@ -77,7 +75,7 @@ void GLWidget::DrawQuad()
//Copy data from CPU to OpenGL if using a CPU renderer. This is not needed when using OpenCL.
if (renderer->RendererType() == eRendererType::CPU_RENDERER)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_TexWidth, m_TexHeight, GL_RGBA, GL_UNSIGNED_BYTE, finalImage->data());
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_TexWidth, m_TexHeight, GL_RGBA, GL_FLOAT, finalImage->data());
glBegin(GL_QUADS);//This will need to be converted to a shader at some point in the future.
glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0);
@ -94,7 +92,6 @@ void GLWidget::DrawQuad()
glBindTexture(GL_TEXTURE_2D, 0);//Stop using this texture.
}
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}
@ -267,10 +264,10 @@ void GLEmberController<T>::DrawImage()
if (SizesMatch())//Ensure all sizes are correct. If not, do nothing.
{
vector<byte>* finalImage = m_FractoriumEmberController->FinalImage();
auto finalImage = m_FractoriumEmberController->FinalImage();
if ((renderer->RendererType() == eRendererType::OPENCL_RENDERER) || finalImage)//Final image only matters for CPU renderer.
if ((renderer->RendererType() == eRendererType::OPENCL_RENDERER) || finalImage->size() == renderer->FinalBufferSize())
if ((renderer->RendererType() == eRendererType::OPENCL_RENDERER) || finalImage->size() == renderer->FinalDimensions())
m_GL->DrawQuad();//Output image is drawn here.
}
@ -757,7 +754,7 @@ bool GLWidget::Allocate(bool force)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TexWidth, m_TexHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_TexWidth, m_TexHeight, 0, GL_RGBA, GL_FLOAT, nullptr);
alloc = true;
}