#include "EmberPch.h"
#include "Renderer.h"
namespace EmberNs
{
///
/// Constructor that sets default values and allocates iterators.
/// The thread count is set to the number of cores detected on the system.
///
template
Renderer::Renderer()
{
m_PixelAspectRatio = 1;
m_StandardIterator = unique_ptr>(new StandardIterator());
m_XaosIterator = unique_ptr>(new XaosIterator());
m_Iterator = m_StandardIterator.get();
}
///
/// Virtual destructor so derived class destructors get called.
///
template
Renderer::~Renderer()
{
}
///
/// Non-virtual processing functions.
///
///
/// Compute the camera.
/// This sets up the bounds of the cartesian plane that the raster bounds correspond to.
/// This must be called after ComputeBounds() which sets up the raster bounds.
///
template
void Renderer::ComputeCamera()
{
m_Scale = pow(T(2.0), Zoom());
m_ScaledQuality = Quality() * m_Scale * m_Scale;
m_PixelsPerUnitX = PixelsPerUnit() * m_Scale;
m_PixelsPerUnitY = m_PixelsPerUnitX;
m_PixelsPerUnitX /= PixelAspectRatio();
T shift = 0;
T t0 = T(m_GutterWidth) / (Supersample() * m_PixelsPerUnitX);
T t1 = T(m_GutterWidth) / (Supersample() * m_PixelsPerUnitY);
//These go from ll to ur, moving from negative to positive.
m_LowerLeftX = CenterX() - FinalRasW() / m_PixelsPerUnitX / T(2.0);
m_LowerLeftY = CenterY() - FinalRasH() / m_PixelsPerUnitY / T(2.0);
m_UpperRightX = m_LowerLeftX + FinalRasW() / m_PixelsPerUnitX;
m_UpperRightY = m_LowerLeftY + FinalRasH() / m_PixelsPerUnitY;
T carLlX = m_LowerLeftX - t0;
T carLlY = m_LowerLeftY - t1 + shift;
T carUrX = m_UpperRightX + t0;
T carUrY = m_UpperRightY + t1 + shift;
m_RotMat.MakeID();
m_RotMat.Rotate(-Rotate());
m_CarToRas.Init(carLlX, carLlY, carUrX, carUrY, m_SuperRasW, m_SuperRasH, PixelAspectRatio());
}
///
/// Add an ember to the end of the embers vector and reset the rendering process.
/// Reset the rendering process.
///
/// The ember to add
template
void Renderer::AddEmber(Ember& ember)
{
ChangeVal([&]
{
m_Embers.push_back(ember);
if (m_Embers.size() == 1)
m_Ember = m_Embers[0];
}, FULL_RENDER);
}
///
/// Set the m_Iterator member to point to the appropriate
/// iterator based on whether the ember currently being rendered
/// contains xaos.
/// After assigning, initialize the xform selection buffer.
///
/// True if assignment and distribution initialization succeeded, else false.
template
bool Renderer::AssignIterator()
{
//Setup iterator and distributions.
//Both iterator types were setup in the constructor (add more in the future if needed).
//So simply assign the pointer to the correct type and re-initialize its distributions
//based on the current ember.
if (XaosPresent())
m_Iterator = m_XaosIterator.get();
else
m_Iterator = m_StandardIterator.get();
//Timing t;
return m_Iterator->InitDistributions(m_Ember);
//t.Toc("Distrib creation");
}
///
/// Virtual processing functions overriden from RendererBase.
///
///
/// Compute the bounds of the histogram and density filtering buffers.
/// These are affected by the final requested dimensions, spatial and density
/// filter sizes and supersampling.
///
template
void Renderer::ComputeBounds()
{
size_t maxDEFilterWidth = 0;
m_GutterWidth = ClampGte((m_SpatialFilter->FinalFilterWidth() - Supersample()) / 2, size_t(0));
//Check the size of the density estimation filter.
//If the radius of the density estimation filter is greater than the
//gutter width, have to pad with more. Otherwise, use the same value.
for (size_t i = 0; i < m_Embers.size(); i++)
maxDEFilterWidth = max(size_t(ceil(m_Embers[i].m_MaxRadDE) * m_Ember.m_Supersample), maxDEFilterWidth);
//Need an extra ss = (int)floor(m_Supersample / 2.0) of pixels so that a local iteration count for DE can be determined.//SMOULDER
if (maxDEFilterWidth > 0)
maxDEFilterWidth += size_t(Floor(m_Ember.m_Supersample / T(2)));
//To have a fully present set of pixels for the spatial filter, must
//add the DE filter width to the spatial filter width.//SMOULDER
m_DensityFilterOffset = maxDEFilterWidth;
m_GutterWidth += m_DensityFilterOffset;
m_SuperRasW = (Supersample() * FinalRasW()) + (2 * m_GutterWidth);
m_SuperRasH = (Supersample() * FinalRasH()) + (2 * m_GutterWidth);
m_SuperSize = m_SuperRasW * m_SuperRasH;
}
///
/// Set the current ember.
/// This will also populate the vector of embers with a single element copy
/// of the ember passed in.
/// Temporal samples will be set to 1 since there's only a single ember.
///
/// The ember to assign
/// The requested process action. Note that it's critical the user supply the proper value here.
/// For example: Changing dimensions without setting action to FULL_RENDER will crash the program.
/// However, changing only the brightness and setting action to ACCUM_ONLY is perfectly fine.
///
template
void Renderer::SetEmber(Ember& ember, eProcessAction action)
{
ChangeVal([&]
{
m_Embers.clear();
m_Embers.push_back(ember);
m_Embers[0].m_TemporalSamples = 1;//Set temporal samples here to 1 because using the real value only makes sense when using a vector of Embers for animation.
m_Ember = m_Embers[0];
}, action);
}
///
/// Set the vector of embers and set the m_Ember member to a copy of the first element.
/// Reset the rendering process.
///
/// The vector of embers
template
void Renderer::SetEmber(vector>& embers)
{
ChangeVal([&]
{
m_Embers = embers;
if (!m_Embers.empty())
m_Ember = m_Embers[0];
}, FULL_RENDER);
}
///
/// Create the density filter if the current filter parameters differ
/// from the last density filter created.
/// The filter will be deleted if the max DE radius is 0, in which case regular
/// log scale filtering will be used.
///
/// True if a new filter instance was created, else false.
/// True if the filter is not nullptr (whether a new one was created or not) or if max rad is 0, else false.
template
bool Renderer::CreateDEFilter(bool& newAlloc)
{
//If they wanted DE, create it if needed, else clear the last DE filter which means we'll do regular log filtering after iters are done.
newAlloc = false;
if (m_Ember.m_MaxRadDE > 0)
{
//Use intelligent testing so it isn't created every time a new ember is passed in.
if ((!m_DensityFilter.get()) ||
(m_Ember.m_MinRadDE != m_DensityFilter->MinRad()) ||
(m_Ember.m_MaxRadDE != m_DensityFilter->MaxRad()) ||
(m_Ember.m_CurveDE != m_DensityFilter->Curve()) ||
(m_Ember.m_Supersample != m_DensityFilter->Supersample()))
{
m_DensityFilter = unique_ptr>(new DensityFilter(m_Ember.m_MinRadDE, m_Ember.m_MaxRadDE, m_Ember.m_CurveDE, m_Ember.m_Supersample));
newAlloc = true;
}
if (newAlloc)
{
if (!m_DensityFilter.get()) { return false; }//Did object creation succeed?
if (!m_DensityFilter->Create()) { return false; }//Object creation succeeded, did filter creation succeed?
//cout << m_DensityFilter->ToString() << endl;
}
else
if (!m_DensityFilter->Valid()) { return false; }//Previously created, are values ok?
}
else
{
m_DensityFilter.reset();//They want to do log filtering. Return true because even though the filter is being deleted, nothing went wrong.
}
return true;
}
///
/// Create the spatial filter if the current filter parameters differ
/// from the last spatial filter created.
///
/// True if a new filter instance was created, else false.
/// True if the filter is not nullptr (whether a new one was created or not), else false.
template
bool Renderer::CreateSpatialFilter(bool& newAlloc)
{
newAlloc = false;
//Use intelligent testing so it isn't created every time a new ember is passed in.
if ((!m_SpatialFilter.get()) ||
(m_Ember.m_SpatialFilterType != m_SpatialFilter->FilterType()) ||
(m_Ember.m_SpatialFilterRadius != m_SpatialFilter->FilterRadius()) ||
(m_Ember.m_Supersample != m_SpatialFilter->Supersample()) ||
(m_PixelAspectRatio != m_SpatialFilter->PixelAspectRatio()))
{
m_SpatialFilter = unique_ptr>(
SpatialFilterCreator::Create(m_Ember.m_SpatialFilterType, m_Ember.m_SpatialFilterRadius, m_Ember.m_Supersample, m_PixelAspectRatio));
m_Ember.m_SpatialFilterRadius = m_SpatialFilter->FilterRadius();//It may have been changed internally if it was too small, so ensure they're synced.
newAlloc = true;
}
return m_SpatialFilter.get() != nullptr;
}
///
/// Create the temporal filter if the current filter parameters differ
/// from the last temporal filter created.
///
/// True if a new filter instance was created, else false.
/// True if the filter is not nullptr (whether a new one was created or not), else false.
template
bool Renderer::CreateTemporalFilter(bool& newAlloc)
{
newAlloc = false;
//Use intelligent testing so it isn't created every time a new ember is passed in.
if ((!m_TemporalFilter.get()) ||
(m_Ember.m_TemporalSamples != m_TemporalFilter->TemporalSamples()) ||
(m_Ember.m_TemporalFilterType != m_TemporalFilter->FilterType()) ||
(m_Ember.m_TemporalFilterWidth != m_TemporalFilter->FilterWidth()) ||
(m_Ember.m_TemporalFilterExp != m_TemporalFilter->FilterExp()))
{
m_TemporalFilter = unique_ptr>(
TemporalFilterCreator::Create(m_Ember.m_TemporalFilterType, m_Ember.m_TemporalSamples, m_Ember.m_TemporalFilterWidth, m_Ember.m_TemporalFilterExp));
newAlloc = true;
}
return m_TemporalFilter.get() != nullptr;
}
///
/// The main render loop. This is the core of the algorithm.
/// The processing steps are: Iterating, density filtering, final accumulation.
/// Various functions in it are virtual so they will resolve
/// to whatever overrides are provided in derived classes. This
/// future-proofs the algorithm for GPU-based renderers.
/// If the caller calls Abort() at any time, or the progress function returns 0,
/// the entire rendering process will exit as soon as it can.
/// The concept of passes from flam3 has been removed as it was never used.
/// The loop structure is:
/// {
/// Temporal Samples (Default 1 for single image)
/// {
/// Iterate (Either to completion or to a specified number of iterations)
/// {
/// }
/// }
///
/// Density filtering (Basic log, or full density estimation)
/// Final accumulation (Color correction and spatial filtering)
/// }
/// This loop structure has admittedly been severely butchered from what
/// flam3 did. The reason is that it was made to support interactive rendering
/// that can exit the process and pick up where it left off in response to the
/// user changing values in a fractal flame GUI editor.
/// To achieve this, each step in the rendering process is given an enumeration state
/// as well as a goto label. This allows the renderer to pick up in the state it left
/// off in if no changes prohibiting that have been made.
/// It also allows for the bare minimum amount of processing needed to complete the requested
/// action. For example, if the process has completed and the user only adjusts the brightness
/// of the last rendered ember then there is no need to perform the entire iteration process
/// over again. Rather, only final accumulation is needed.
///
/// Storage for the final image. It will be allocated if needed.
/// The time if animating, else ignored.
/// Run a specified number of sub batches. Default: 0, meaning run to completion.
/// True to force rendering a complete image even if iterating is not complete, else don't. Default: false.
/// Offset in finalImage to store the pixels to. Default: 0.
/// True if nothing went wrong, else false.
template
eRenderStatus Renderer::Run(vector& finalImage, double time, size_t subBatchCountOverride, bool forceOutput, size_t finalOffset)
{
m_InRender = true;
EnterRender();
m_Abort = false;
bool filterAndAccumOnly = m_ProcessAction == FILTER_AND_ACCUM;
bool accumOnly = m_ProcessAction == ACCUM_ONLY;
bool resume = m_ProcessState != NONE;
bool newFilterAlloc;
size_t temporalSample = 0;
T deTime;
eRenderStatus success = RENDER_OK;
//double iterationTime = 0;
//double accumulationTime = 0;
//Timing it;
//Reset timers and progress percent if: Beginning anew or only filtering and/or accumulating.
if (!resume || accumOnly || filterAndAccumOnly)
{
if (!resume)//Only set this if it's the first run through.
m_ProcessState = ITER_STARTED;
m_RenderTimer.Tic();
m_ProgressTimer.Tic();
}
if (!resume)//Beginning, reset everything.
{
m_LastTemporalSample = 0;
m_LastIter = 0;
m_LastIterPercent = 0;
m_Stats.Clear();
m_Gamma = 0;
m_Vibrancy = 0;//Accumulate these after each temporal sample.
m_VibGamCount = 0;
m_Background.Clear();
}
//User requested an increase in quality after finishing.
else if (m_ProcessState == ITER_STARTED && m_ProcessAction == KEEP_ITERATING && TemporalSamples() == 1)
{
m_LastTemporalSample = 0;
m_LastIter = m_Stats.m_Iters;
m_LastIterPercent = 0;//Might skip a progress update, but shouldn't matter.
m_Gamma = 0;
m_Vibrancy = 0;
m_VibGamCount = 0;
m_Background.Clear();
}
//Make sure values are within valid range.
ClampGteRef(m_Ember.m_Supersample, size_t(1));
//Make sure to get most recent update since loop won't be entered to call Interp().
//Vib, gam and background are normally summed for each temporal sample. However if iteration is skipped, make sure to get the latest.
if ((filterAndAccumOnly || accumOnly) && TemporalSamples() == 1)//Disallow jumping when temporal samples > 1.
{
m_Ember = m_Embers[0];
m_Vibrancy = m_Ember.m_Vibrancy;
m_Gamma = m_Ember.m_Gamma;
m_Background = m_Ember.m_Background;
if (filterAndAccumOnly)
goto FilterAndAccum;
if (accumOnly)
goto AccumOnly;
}
//it.Tic();
//Interpolate.
if (m_Embers.size() > 1)
Interpolater::Interpolate(m_Embers, T(time), 0, m_Ember);
//it.Toc("Interp 1");
//Save only for palette insertion.
if (m_InsertPalette && BytesPerChannel() == 1)
m_TempEmber = m_Ember;
//Field would go here, however Ember omits it. Would need temps for width and height if ever implemented.
CreateSpatialFilter(newFilterAlloc);
CreateTemporalFilter(newFilterAlloc);
ComputeBounds();
if (m_SpatialFilter.get() == nullptr || m_TemporalFilter.get() == nullptr)
{
m_ErrorReport.push_back("Spatial and temporal filter allocations failed, aborting.\n");
success = RENDER_ERROR;
goto Finish;
}
if (!resume && !Alloc())
{
m_ErrorReport.push_back("Histogram, accumulator and samples buffer allocations failed, aborting.\n");
success = RENDER_ERROR;
goto Finish;
}
if (!resume)
ResetBuckets(true, false);//Only reset hist here and do accum when needed later on.
deTime = T(time) + m_TemporalFilter->Deltas()[0];
//Interpolate and get an ember for DE purposes.
//Additional interpolation will be done in the temporal samples loop.
//it.Tic();
if (m_Embers.size() > 1)
Interpolater::Interpolate(m_Embers, deTime, 0, m_Ember);
//it.Toc("Interp 2");
ClampGte(m_Ember.m_MinRadDE, 0);
ClampGte(m_Ember.m_MaxRadDE, 0);
if (!CreateDEFilter(newFilterAlloc))
{
m_ErrorReport.push_back("Density filter creation failed, aborting.\n");
success = RENDER_ERROR;
goto Finish;
}
//Temporal samples, loop 1.
temporalSample = resume ? m_LastTemporalSample : 0;
for (; (temporalSample < TemporalSamples()) && !m_Abort;)
{
T colorScalar = m_TemporalFilter->Filter()[temporalSample];
T temporalTime = T(time) + m_TemporalFilter->Deltas()[temporalSample];
//Interpolate again.
//it.Tic();
if (m_Embers.size() > 1)
Interpolater::Interpolate(m_Embers, temporalTime, 0, m_Ember);//This will perform all necessary precalcs via the ember/xform/variation assignment operators.
//it.Toc("Interp 3");
if (!resume && !AssignIterator())
{
m_ErrorReport.push_back("Iterator assignment failed, aborting.\n");
success = RENDER_ERROR;
goto Finish;
}
ComputeCamera();
//For each temporal sample, the palette m_Dmap needs to be re-created with color scalar. 1 if no temporal samples.
MakeDmap(colorScalar);
//The actual number of times to iterate. Each thread will get (totalIters / ThreadCount) iters to do.
//This is based on zoom and scale calculated in ComputeCamera().
//Note that the iter count is based on the final image dimensions, and not the super sampled dimensions.
size_t itersPerTemporalSample = ItersPerTemporalSample();//The total number of iterations for this temporal sample without overrides.
size_t sampleItersToDo;//The number of iterations to actually do in this sample, considering overrides.
if (subBatchCountOverride > 0)
sampleItersToDo = subBatchCountOverride * SubBatchSize() * ThreadCount();//Run a specific number of sub batches.
else
sampleItersToDo = itersPerTemporalSample;//Run as many iters as specified to complete this temporal sample.
sampleItersToDo = min(sampleItersToDo, itersPerTemporalSample - m_LastIter);
EmberStats stats = Iterate(sampleItersToDo, temporalSample);//The heavy work is done here.
//If no iters were executed, something went catastrophically wrong.
if (stats.m_Iters == 0)
{
m_ErrorReport.push_back("Zero iterations ran, rendering failed, aborting.\n");
success = RENDER_ERROR;
Abort();
goto Finish;
}
if (m_Abort)
{
success = RENDER_ABORT;
goto Finish;
}
//Accumulate stats whether this batch ran to completion or exited prematurely.
m_LastIter += stats.m_Iters;//Sum of iter count of all threads, reset each temporal sample.
m_Stats.m_Iters += stats.m_Iters;//Sum of iter count of all threads, cumulative from beginning to end.
m_Stats.m_Badvals += stats.m_Badvals;
m_Stats.m_IterMs += stats.m_IterMs;
//After each temporal sample, accumulate these.
//Allow for incremental rendering by only taking action if the iter loop for this temporal sample is completely done.
if (m_LastIter >= itersPerTemporalSample)
{
m_Vibrancy += m_Ember.m_Vibrancy;
m_Gamma += m_Ember.m_Gamma;
m_Background.r += m_Ember.m_Background.r;
m_Background.g += m_Ember.m_Background.g;
m_Background.b += m_Ember.m_Background.b;
m_VibGamCount++;
m_LastIter = 0;
temporalSample++;
}
m_LastTemporalSample = temporalSample;
if (subBatchCountOverride > 0)//Don't keep going through this loop if only doing an incremental render.
break;
}//Temporal samples.
//If we've completed all temporal samples, then it was a complete render, so report progress.
if (temporalSample >= TemporalSamples())
{
m_ProcessState = ITER_DONE;
if (m_Callback && !m_Callback->ProgressFunc(m_Ember, m_ProgressParameter, 100.0, 0, 0))
{
Abort();
success = RENDER_ABORT;
goto Finish;
}
}
FilterAndAccum:
if (filterAndAccumOnly || temporalSample >= TemporalSamples() || forceOutput)
{
//t.Toc("Iterating and accumulating");
//Compute k1 and k2.
eRenderStatus fullRun = RENDER_OK;//Whether density filtering was run to completion without aborting prematurely or triggering an error.
T area = FinalRasW() * FinalRasH() / (m_PixelsPerUnitX * m_PixelsPerUnitY);//Need to use temps from field if ever implemented.
m_K1 = (Brightness() * T(268.0)) / 256;
//When doing an interactive render, force output early on in the render process, before all iterations are done.
//This presents a problem with the normal calculation of K2 since it relies on the quality value; it will scale the colors
//to be very dark. Correct it by pretending the number of iters done is the exact quality desired and then scale according to that.
if (forceOutput)
{
T quality = (T(m_Stats.m_Iters) / T(FinalDimensions())) * (m_Scale * m_Scale);
m_K2 = (Supersample() * Supersample()) / (area * quality * m_TemporalFilter->SumFilt());
}
else
m_K2 = (Supersample() * Supersample()) / (area * m_ScaledQuality * m_TemporalFilter->SumFilt());
ResetBuckets(false, true);//Only the histogram was reset above, now reset the density filtering buffer.
//t.Tic();
//Apply appropriate filter if iterating is complete.
if (filterAndAccumOnly || temporalSample >= TemporalSamples())
{
fullRun = m_DensityFilter.get() ? GaussianDensityFilter() : LogScaleDensityFilter();
}
else
{
//Apply requested filter for a forced output during interactive rendering.
if (m_DensityFilter.get() && m_InteractiveFilter == FILTER_DE)
fullRun = GaussianDensityFilter();
else if (!m_DensityFilter.get() || m_InteractiveFilter == FILTER_LOG)
fullRun = LogScaleDensityFilter();
}
//Only update state if iterating and filtering finished completely (didn't arrive here via forceOutput).
if (fullRun == RENDER_OK && m_ProcessState == ITER_DONE)
m_ProcessState = FILTER_DONE;
//Take special action if filtering exited prematurely.
if (fullRun != RENDER_OK)
{
ResetBuckets(false, true);//Reset the accumulator, come back and try again on the next call.
success = fullRun;
goto Finish;
}
if (m_Abort)
{
success = RENDER_ABORT;
goto Finish;
}
//t.Toc("Density estimation filtering time: ", true);
}
AccumOnly:
if (m_ProcessState == FILTER_DONE || forceOutput)
{
if (m_Callback && !m_Callback->ProgressFunc(m_Ember, m_ProgressParameter, 0, 2, 0))//Original only allowed stages 0 and 1. Add 2 to mean final accum.
{
Abort();
success = RENDER_ABORT;
goto Finish;
}
//Make sure a filter has been created.
CreateSpatialFilter(newFilterAlloc);
if (AccumulatorToFinalImage(finalImage, finalOffset) == RENDER_OK)
{
m_Stats.m_RenderMs = m_RenderTimer.Toc();//Record total time from the very beginning to the very end, including all intermediate calls.
//Even though the ember changes throughought the inner loops because of interpolation, it's probably ok to assign here.
//This will hold the last interpolated value (even though spatial and temporal filters were created based off of one of the first interpolated values).
m_LastEmber = m_Ember;
if (m_ProcessState == FILTER_DONE)//Only update state if gotten here legitimately, and not via forceOutput.
{
m_ProcessState = ACCUM_DONE;
if (m_Callback && !m_Callback->ProgressFunc(m_Ember, m_ProgressParameter, 100.0, 2, 0))//Finished.
{
Abort();
success = RENDER_ABORT;
goto Finish;
}
}
}
else
{
success = RENDER_ERROR;
}
}
Finish:
if (success == RENDER_OK && m_Abort)//If everything ran ok, but they've aborted, record abort as the status.
success = RENDER_ABORT;
else if (success != RENDER_OK)//Regardless of abort status, if there was an error, leave that as the return status.
Abort();
LeaveRender();
m_InRender = false;
return success;
}
///
/// Return EmberImageComments object with image comments filled out.
/// Run() should have completed before calling this.
///
/// The depth of the edit tags
/// If true use integers instead of floating point numbers when embedding a non-hex formatted palette, else use floating point numbers.
/// If true, embed a hexadecimal palette instead of Xml Color tags, else use Xml color tags.
/// The EmberImageComments object with image comments filled out
template
EmberImageComments Renderer::ImageComments(EmberStats& stats, size_t printEditDepth, bool intPalette, bool hexPalette)
{
ostringstream ss;
EmberImageComments comments;
ss.imbue(std::locale(""));
comments.m_Genome = m_EmberToXml.ToString(m_Ember, "", printEditDepth, false, intPalette, hexPalette);
ss << (double(stats.m_Badvals) / double(stats.m_Iters));//Percentage of bad values to iters.
comments.m_Badvals = ss.str(); ss.str("");
ss << stats.m_Iters;
comments.m_NumIters = ss.str(); ss.str("");//Total iters.
ss << (stats.m_RenderMs / 1000.0);
comments.m_Runtime = ss.str();//Number of seconds for iterating, accumulating and filtering.
return comments;
}
///
/// New virtual functions to be overridden in derived renderers that use the GPU, but not accessed outside.
///
///
/// Make the final palette used for iteration.
///
/// The color scalar to multiply the ember's palette by
template
void Renderer::MakeDmap(T colorScalar)
{
m_Ember.m_Palette.template MakeDmap(m_Dmap, colorScalar);
}
///
/// Allocate various buffers if the image dimensions, thread count, or sub batch size
/// has changed.
///
/// True if success, else false
template
bool Renderer::Alloc()
{
bool b = true;
bool lock =
(m_SuperSize != m_HistBuckets.size()) ||
(m_SuperSize != m_AccumulatorBuckets.size()) ||
(m_ThreadsToUse != m_Samples.size()) ||
(m_Samples[0].size() != SubBatchSize());
if (lock)
EnterResize();
if (m_SuperSize != m_HistBuckets.size())
{
m_HistBuckets.resize(m_SuperSize);
if (m_ReclaimOnResize)
m_HistBuckets.shrink_to_fit();
b &= (m_HistBuckets.size() == m_SuperSize);
}
if (m_SuperSize != m_AccumulatorBuckets.size())
{
m_AccumulatorBuckets.resize(m_SuperSize);
if (m_ReclaimOnResize)
m_AccumulatorBuckets.shrink_to_fit();
b &= (m_AccumulatorBuckets.size() == m_SuperSize);
}
if (m_ThreadsToUse != m_Samples.size())
{
m_Samples.resize(m_ThreadsToUse);
if (m_ReclaimOnResize)
m_Samples.shrink_to_fit();
b &= (m_Samples.size() == m_ThreadsToUse);
}
for (size_t i = 0; i < m_Samples.size(); i++)
{
if (m_Samples[i].size() != SubBatchSize())
{
m_Samples[i].resize(SubBatchSize());
if (m_ReclaimOnResize)
m_Samples[i].shrink_to_fit();
b &= (m_Samples[i].size() == SubBatchSize());
}
}
if (lock)
LeaveResize();
return b;
}
///
/// Clear histogram and/or density filtering buffers to all zeroes.
///
/// Clear histogram if true, else don't.
/// Clear density filtering buffer if true, else don't.
/// True if anything was cleared, else false.
template
bool Renderer::ResetBuckets(bool resetHist, bool resetAccum)
{
//parallel_invoke(
//[&]
//{
if (resetHist && !m_HistBuckets.empty())
Memset(m_HistBuckets);
//},
//[&]
//{
if (resetAccum && !m_AccumulatorBuckets.empty())
Memset(m_AccumulatorBuckets);
//});
return resetHist || resetAccum;
}
///
/// Perform log scale density filtering.
/// Base case for simple log scale density estimation as discussed (mostly) in the paper
/// in section 4, p. 6-9.
///
/// True if not prematurely aborted, else false.
template
eRenderStatus Renderer::LogScaleDensityFilter()
{
size_t startRow = 0;
size_t endRow = m_SuperRasH;
size_t startCol = 0;
size_t endCol = m_SuperRasW;
//Timing t(4);
//Original didn't parallelize this, doing so gives a 50-75% speedup.
//The value can be directly assigned, which is quicker than summing.
parallel_for(startRow, endRow, [&] (size_t j)
{
size_t row = j * m_SuperRasW;
//__m128 logm128;//Figure out SSE at some point.
//__m128 bucketm128;
//__m128 scaledBucket128;
for (size_t i = startCol; (i < endCol) && !m_Abort; i++)
{
size_t index = row + i;
//Check for visibility first before doing anything else to avoid all possible unnecessary calculations.
if (m_HistBuckets[index].a != 0)
{
T logScale = (m_K1 * log(1 + m_HistBuckets[index].a * m_K2)) / m_HistBuckets[index].a;
//Original did a temporary assignment, then *= logScale, then passed the result to bump_no_overflow().
//Combine here into one operation for a slight speedup.
m_AccumulatorBuckets[index] = m_HistBuckets[index] * bucketT(logScale);
}
}
});
//t.Toc(__FUNCTION__);
return m_Abort ? RENDER_ABORT : RENDER_OK;
}
///
/// Perform the more advanced Gaussian density filter.
/// More advanced density estimation filtering given less mention in the paper, but used
/// much more in practice as it gives the best results.
/// Section 8, p. 11-13.
///
/// True if not prematurely aborted, else false.
template
eRenderStatus Renderer::GaussianDensityFilter()
{
Timing totalTime, localTime;
bool scf = !(Supersample() & 1);
intmax_t ss = Floor(Supersample() / T(2));
T scfact = pow(Supersample() / (Supersample() + T(1.0)), T(2.0));
size_t threads = m_ThreadsToUse;
size_t startRow = Supersample() - 1;
size_t endRow = m_SuperRasH - (Supersample() - 1);//Original did + which is most likely wrong.
intmax_t startCol = Supersample() - 1;
intmax_t endCol = m_SuperRasW - (Supersample() - 1);
size_t chunkSize = size_t(ceil(double(endRow - startRow) / double(threads)));
//parallel_for scales very well, dividing the work almost perfectly among all processors.
parallel_for(size_t(0), threads, [&] (size_t threadIndex)
{
size_t pixelNumber = 0;
int localStartRow = int(min(startRow + (threadIndex * chunkSize), endRow - 1));
int localEndRow = int(min(localStartRow + chunkSize, endRow));
size_t pixelsThisThread = size_t(localEndRow - localStartRow) * m_SuperRasW;
double lastPercent = 0;
glm::detail::tvec4 logScaleBucket;
for (intmax_t j = localStartRow; (j < localEndRow) && !m_Abort; j++)
{
size_t bucketRowStart = j * m_SuperRasW;//Pull out of inner loop for optimization.
const glm::detail::tvec4* bucket;
const glm::detail::tvec4* buckets = m_HistBuckets.data();
const T* filterCoefs = m_DensityFilter->Coefs();
const T* filterWidths = m_DensityFilter->Widths();
for (intmax_t i = startCol; i < endCol; i++)
{
intmax_t ii, jj, arrFilterWidth;
size_t filterSelectInt, filterCoefIndex;
T filterSelect = 0;
bucket = buckets + bucketRowStart + i;
//Don't do anything if there's no hits here. Must also put this first to avoid dividing by zero below.
if (bucket->a == 0)
continue;
T cacheLog = (m_K1 * log(T(1.0) + bucket->a * m_K2)) / bucket->a;//Caching this calculation gives a 30% speedup.
if (ss == 0)
{
filterSelect = bucket->a;
}
else
{
//The original contained a glaring flaw as it would run past the boundaries of the buffers
//when calculating the density for a box centered on the last row or column.
//Clamp here to not run over the edge.
intmax_t densityBoxLeftX = (i - min(i, ss));
intmax_t densityBoxRightX = (i + min(ss, intmax_t(m_SuperRasW) - i - 1));
intmax_t densityBoxTopY = (j - min(j, ss));
intmax_t densityBoxBottomY = (j + min(ss, intmax_t(m_SuperRasH) - j - 1));
//Count density in ssxss area.
//Original went one col at a time, which is cache inefficient. Go one row at at time here for a slight speedup.
for (jj = densityBoxTopY; jj <= densityBoxBottomY; jj++)
for (ii = densityBoxLeftX; ii <= densityBoxRightX; ii++)
filterSelect += buckets[ii + (jj * m_SuperRasW)].a;//Original divided by 255 in every iteration. Omit here because colors are already in the range of [0..1].
}
//Scale if supersample > 1 for equal iters.
if (scf)
filterSelect *= scfact;
if (filterSelect > m_DensityFilter->MaxFilteredCounts())
filterSelectInt = m_DensityFilter->MaxFilterIndex();
else if (filterSelect <= DE_THRESH)
filterSelectInt = size_t(ceil(filterSelect)) - 1;
else
filterSelectInt = DE_THRESH + size_t(Floor(pow(filterSelect - DE_THRESH, m_DensityFilter->Curve())));
//If the filter selected below the min specified clamp it to the min.
if (filterSelectInt > m_DensityFilter->MaxFilterIndex())
filterSelectInt = m_DensityFilter->MaxFilterIndex();
//Only have to calculate the values for ~1/8 of the square.
filterCoefIndex = filterSelectInt * m_DensityFilter->KernelSize();
arrFilterWidth = intmax_t(ceil(filterWidths[filterSelectInt])) - 1;
for (jj = 0; jj <= arrFilterWidth; jj++)
{
for (ii = 0; ii <= jj; ii++, filterCoefIndex++)
{
//Skip if coef is 0.
if (filterCoefs[filterCoefIndex] == 0)
continue;
T logScale = filterCoefs[filterCoefIndex] * cacheLog;
//Original first assigned the fields, then scaled them. Combine into a single step for a 1% optimization.
logScaleBucket = (*bucket * bucketT(logScale));
if (jj == 0 && ii == 0)
{
AddToAccum(logScaleBucket, i, ii, j, jj);
}
else if (ii == 0)
{
AddToAccum(logScaleBucket, i, 0, j, -jj);
AddToAccum(logScaleBucket, i, -jj, j, 0);
AddToAccum(logScaleBucket, i, jj, j, 0);
AddToAccum(logScaleBucket, i, 0, j, jj);
}
else if (jj == ii)
{
AddToAccum(logScaleBucket, i, -ii, j, -jj);
AddToAccum(logScaleBucket, i, ii, j, -jj);
AddToAccum(logScaleBucket, i, -ii, j, jj);
AddToAccum(logScaleBucket, i, ii, j, jj);
}
else
{
//Attempting to optimize cache access by putting these in order makes no difference, even on large images, but do it anyway.
AddToAccum(logScaleBucket, i, -ii, j, -jj);
AddToAccum(logScaleBucket, i, ii, j, -jj);
AddToAccum(logScaleBucket, i, -jj, j, -ii);
AddToAccum(logScaleBucket, i, jj, j, -ii);
AddToAccum(logScaleBucket, i, -jj, j, ii);
AddToAccum(logScaleBucket, i, jj, j, ii);
AddToAccum(logScaleBucket, i, -ii, j, jj);
AddToAccum(logScaleBucket, i, ii, j, jj);
}
}
}
}
if (m_Callback && threadIndex == 0)
{
pixelNumber += m_SuperRasW;
double percent = (double(pixelNumber) / double(pixelsThisThread)) * 100.0;
double percentDiff = percent - lastPercent;
double toc = localTime.Toc();
if (percentDiff >= 10 || (toc > 1000 && percentDiff >= 1))
{
double etaMs = ((100.0 - percent) / percent) * totalTime.Toc();
if (!m_Callback->ProgressFunc(m_Ember, m_ProgressParameter, percent, 1, etaMs))
Abort();
lastPercent = percent;
localTime.Tic();
}
}
}
});
if (m_Callback && !m_Abort)
m_Callback->ProgressFunc(m_Ember, m_ProgressParameter, 100.0, 1, 0);
//totalTime.Toc(__FUNCTION__);
return m_Abort ? RENDER_ABORT : RENDER_OK;
}
///
/// Thin wrapper around AccumulatorToFinalImage().
///
/// The pixel vector to allocate and store the final image in
/// Offset in the buffer to store the pixels to
/// True if not prematurely aborted, else false.
template
eRenderStatus Renderer::AccumulatorToFinalImage(vector& pixels, size_t finalOffset)
{
if (PrepFinalAccumVector(pixels))
return AccumulatorToFinalImage(pixels.data(), finalOffset);
return RENDER_ERROR;
}
///
/// Produce a final, visible image by clipping, gamma correcting and spatial filtering the color values
/// in the density filtering buffer and save to the passed in buffer.
///
/// The pre-allocated pixel buffer to store the final image in
/// Offset in the buffer to store the pixels to. Default: 0.
/// True if not prematurely aborted, else false.
template
eRenderStatus Renderer::AccumulatorToFinalImage(byte* pixels, size_t finalOffset)
{
if (!pixels)
return RENDER_ERROR;
EnterFinalAccum();
//Timing t(4);
size_t filterWidth = m_SpatialFilter->FinalFilterWidth();
T g, linRange, vibrancy;
Color background;
pixels += finalOffset;
PrepFinalAccumVals(background, g, linRange, vibrancy);
//If early clip, go through the entire accumulator and perform gamma correction first.
//The original does it this way as well and it's roughly 11 times faster to do it this way than inline below with each pixel.
if (EarlyClip())
{
parallel_for(size_t(0), m_SuperRasH, [&] (size_t j)
{
size_t rowStart = j * m_SuperRasW;//Pull out of inner loop for optimization.
for (size_t i = 0; i < m_SuperRasW && !m_Abort; i++)
{
GammaCorrection(m_AccumulatorBuckets[i + rowStart], background, g, linRange, vibrancy, true, false, &(m_AccumulatorBuckets[i + rowStart][0]));//Write back in place.
}
});
}
if (m_Abort)
{
LeaveFinalAccum();
return RENDER_ABORT;
}
//Note that abort is not checked here. The final accumulation must run to completion
//otherwise artifacts that resemble page tearing will occur in an interactive run. It's
//critical to never exit this loop prematurely.
//for (size_t j = 0; j < FinalRasH(); j++)//Keep around for debugging.
parallel_for(size_t(0), FinalRasH(), [&](size_t j)
{
Color newBucket;
size_t pixelsRowStart = (m_YAxisUp ? ((FinalRasH() - j) - 1) : j) * FinalRowSize();//Pull out of inner loop for optimization.
size_t y = m_DensityFilterOffset + (j * Supersample());//Start at the beginning row of each super sample block.
uint16* p16;
for (size_t i = 0; i < FinalRasW(); i++, pixelsRowStart += PixelSize())
{
size_t ii, jj;
size_t x = m_DensityFilterOffset + (i * Supersample());//Start at the beginning column of each super sample block.
newBucket.Clear();
//Original was iterating column-wise, which is slow.
//Here, iterate one row at a time, giving a 10% speed increase.
for (jj = 0; jj < filterWidth; jj++)
{
size_t filterKRowIndex = jj * filterWidth;
size_t accumRowIndex = (y + jj) * m_SuperRasW;//Pull out of inner loop for optimization.
for (ii = 0; ii < filterWidth; ii++)
{
//Need to dereference the spatial filter pointer object to use the [] operator. Makes no speed difference.
bucketT k = bucketT((*m_SpatialFilter)[ii + filterKRowIndex]);
newBucket += (m_AccumulatorBuckets[(x + ii) + accumRowIndex] * k);
}
}
if (BytesPerChannel() == 2)
{
p16 = reinterpret_cast(pixels + pixelsRowStart);
if (EarlyClip())
{
p16[0] = uint16(Clamp(newBucket.r, 0, 255) * bucketT(256));
p16[1] = uint16(Clamp(newBucket.g, 0, 255) * bucketT(256));
p16[2] = uint16(Clamp(newBucket.b, 0, 255) * bucketT(256));
if (NumChannels() > 3)
{
if (Transparency())
p16[3] = byte(Clamp(newBucket.a, 0, 1) * bucketT(65535.0));
else
p16[3] = 65535;
}
}
else
{
GammaCorrection(*(reinterpret_cast*>(&newBucket)), background, g, linRange, vibrancy, NumChannels() > 3, true, p16);
}
}
else
{
if (EarlyClip())
{
pixels[pixelsRowStart] = byte(Clamp(newBucket.r, 0, 255));
pixels[pixelsRowStart + 1] = byte(Clamp(newBucket.g, 0, 255));
pixels[pixelsRowStart + 2] = byte(Clamp(newBucket.b, 0, 255));
if (NumChannels() > 3)
{
if (Transparency())
pixels[pixelsRowStart + 3] = byte(Clamp(newBucket.a, 0, 1) * bucketT(255.0));
else
pixels[pixelsRowStart + 3] = 255;
}
}
else
{
GammaCorrection(*(reinterpret_cast*>(&newBucket)), background, g, linRange, vibrancy, NumChannels() > 3, true, pixels + pixelsRowStart);
}
}
}
});
//Insert the palette into the image for debugging purposes. Only works with 8bpc.
if (m_InsertPalette && BytesPerChannel() == 1)
{
size_t i, j, ph = 100;
if (ph >= FinalRasH())
ph = FinalRasH();
for (j = 0; j < ph; j++)
{
for (i = 0; i < FinalRasW(); i++)
{
byte* p = pixels + (NumChannels() * (i + j * FinalRasW()));
p[0] = byte(m_TempEmber.m_Palette[i * 256 / FinalRasW()][0] * WHITE);//The palette is [0..1], output image is [0..255].
p[1] = byte(m_TempEmber.m_Palette[i * 256 / FinalRasW()][1] * WHITE);
p[2] = byte(m_TempEmber.m_Palette[i * 256 / FinalRasW()][2] * WHITE);
}
}
}
//t.Toc(__FUNCTION__);
LeaveFinalAccum();
return m_Abort ? RENDER_ABORT : RENDER_OK;
}
//#define TG 1
//#define NEWSUBBATCH 1
///
/// Run the iteration algorithm for the specified number of iterations.
/// This is only called after all other setup has been done.
/// This function will be called multiple times for an interactive rendering, and
/// once for a straight through render.
/// The iteration is reset and fused in each thread after each sub batch is done
/// which by default is 10,240 iterations.
///
/// The number of iterations to run
/// The temporal sample this is running for
/// Rendering statistics
template
EmberStats Renderer::Iterate(size_t iterCount, size_t temporalSample)
{
//Timing t2(4);
m_IterTimer.Tic();
size_t totalItersPerThread = size_t(ceil(double(iterCount) / double(m_ThreadsToUse)));
double percent, etaMs;
EmberStats stats;
#ifdef TG
size_t threadIndex;
for (size_t i = 0; i < m_ThreadsToUse; i++)
{
threadIndex = i;
m_TaskGroup.run([&, threadIndex] () {
#else
parallel_for(size_t(0), m_ThreadsToUse, [&] (size_t threadIndex)
{
#endif
//Timing t;
IterParams params;
m_BadVals[threadIndex] = 0;
params.m_Count = min(totalItersPerThread, SubBatchSize());
params.m_Skip = FuseCount();
//params.m_OneColDiv2 = m_CarToRas.OneCol() / 2;
//params.m_OneRowDiv2 = m_CarToRas.OneRow() / 2;
//Sub batch iterations, loop 2.
for (m_SubBatch[threadIndex] = 0; (m_SubBatch[threadIndex] < totalItersPerThread) && !m_Abort; m_SubBatch[threadIndex] += params.m_Count)
{
//Must recalculate the number of iters to run on each sub batch because the last batch will most likely have less than SubBatchSize iters.
//For example, if 51,000 are requested, and the sbs is 10,000, it should run 5 sub batches of 10,000 iters, and one final sub batch of 1,000 iters.
params.m_Count = min(params.m_Count, totalItersPerThread - m_SubBatch[threadIndex]);
//Use first as random point, the rest are iterated points.
//Note that this gets reset with a new random point for each subBatchSize iterations.
//This helps correct if iteration happens to be on a bad trajectory.
m_Samples[threadIndex][0].m_X = m_Rand[threadIndex].Frand11();
m_Samples[threadIndex][0].m_Y = m_Rand[threadIndex].Frand11();
m_Samples[threadIndex][0].m_Z = 0;//m_Ember.m_CamZPos;//Apo set this to 0, then made the user use special variations to kick it. It seems easier to just set it to zpos.
m_Samples[threadIndex][0].m_ColorX = m_Rand[threadIndex].Frand01();
//Finally, iterate.
//t.Tic();
//Iterating, loop 3.
m_BadVals[threadIndex] += m_Iterator->Iterate(m_Ember, params, m_Samples[threadIndex].data(), m_Rand[threadIndex]);
//iterationTime += t.Toc();
if (m_LockAccum)
m_AccumCs.Enter();
//t.Tic();
//Map temp buffer samples into the histogram using the palette for color.
Accumulate(m_Rand[threadIndex], m_Samples[threadIndex].data(), params.m_Count, &m_Dmap);
//accumulationTime += t.Toc();
if (m_LockAccum)
m_AccumCs.Leave();
if (m_Callback && threadIndex == 0)
{
percent = 100.0 *
double
(
double
(
double
(
//Takes progress of current thread and multiplies by thread count.
//This assumes the threads progress at roughly the same speed.
double(m_LastIter + (m_SubBatch[threadIndex] * m_ThreadsToUse)) / double(ItersPerTemporalSample())
) + temporalSample
) / double(TemporalSamples())
);
double percentDiff = percent - m_LastIterPercent;
double toc = m_ProgressTimer.Toc();
if (percentDiff >= 10 || (toc > 1000 && percentDiff >= 1))//Call callback function if either 10% has passed, or one second (and 1%).
{
etaMs = ((100.0 - percent) / percent) * m_RenderTimer.Toc();
if (!m_Callback->ProgressFunc(m_Ember, m_ProgressParameter, percent, 0, etaMs))
Abort();
m_LastIterPercent = percent;
m_ProgressTimer.Tic();
}
}
}
});
#ifdef TG
}
m_TaskGroup.wait();
#endif
stats.m_Iters = std::accumulate(m_SubBatch.begin(), m_SubBatch.end(), 0ULL);//Sum of iter count of all threads.
stats.m_Badvals = std::accumulate(m_BadVals.begin(), m_BadVals.end(), 0ULL);
stats.m_IterMs = m_IterTimer.Toc();
//t2.Toc(__FUNCTION__);
return stats;
}
///
/// Non-virtual render properties, getters and setters.
///
///
/// Get the pixel aspect ratio of the output image.
/// Default: 1.
///
/// The pixel aspect ratio.
template T Renderer::PixelAspectRatio() const { return m_PixelAspectRatio; }
///
/// Set the pixel aspect ratio of the output image.
/// Reset the rendering process.
///
/// The pixel aspect ratio.
template
void Renderer::PixelAspectRatio(T pixelAspectRatio)
{
ChangeVal([&] { m_PixelAspectRatio = pixelAspectRatio; }, FULL_RENDER);
}
///
/// Non-virtual renderer properties, getters only.
///
template T Renderer::Scale() const { return m_Scale; }
template T Renderer::PixelsPerUnitX() const { return m_PixelsPerUnitX; }
template T Renderer::PixelsPerUnitY() const { return m_PixelsPerUnitY; }
template T Renderer::K1() const { return m_K1; }
template T Renderer::K2() const { return m_K2; }
template const CarToRas* Renderer::CoordMap() const { return &m_CarToRas; }
template glm::detail::tvec4* Renderer::HistBuckets() { return m_HistBuckets.data(); }
template glm::detail::tvec4* Renderer::AccumulatorBuckets() { return m_AccumulatorBuckets.data(); }
template SpatialFilter* Renderer::GetSpatialFilter() { return m_SpatialFilter.get(); }
template TemporalFilter* Renderer::GetTemporalFilter() { return m_TemporalFilter.get(); }
///
/// Virtual renderer properties overridden from RendererBase, getters only.
///
template double Renderer::ScaledQuality() const { return double(m_ScaledQuality); }
template double Renderer::LowerLeftX(bool gutter) const { return double(gutter ? m_CarToRas.CarLlX() : m_LowerLeftX); }
template double Renderer::LowerLeftY(bool gutter) const { return double(gutter ? m_CarToRas.CarLlY() : m_LowerLeftY); }
template double Renderer::UpperRightX(bool gutter) const { return double(gutter ? m_CarToRas.CarUrX() : m_UpperRightX); }
template double Renderer::UpperRightY(bool gutter) const { return double(gutter ? m_CarToRas.CarUrY() : m_UpperRightY); }
template DensityFilterBase* Renderer::GetDensityFilter() { return m_DensityFilter.get(); }
///
/// Non-virtual ember wrappers, getters only.
///
template bool Renderer::XaosPresent() const { return m_Ember.XaosPresent(); }
template size_t Renderer::Supersample() const { return m_Ember.m_Supersample; }
template size_t Renderer::PaletteIndex() const { return m_Ember.PaletteIndex(); }
template T Renderer::Time() const { return m_Ember.m_Time; }
template T Renderer::Quality() const { return m_Ember.m_Quality; }
template T Renderer::SpatialFilterRadius() const { return m_Ember.m_SpatialFilterRadius; }
template T Renderer::PixelsPerUnit() const { return m_Ember.m_PixelsPerUnit; }
template T Renderer::Zoom() const { return m_Ember.m_Zoom; }
template T Renderer::CenterX() const { return m_Ember.m_CenterX; }
template T Renderer::CenterY() const { return m_Ember.m_CenterY; }
template T Renderer::Rotate() const { return m_Ember.m_Rotate; }
template T Renderer::Hue() const { return m_Ember.m_Hue; }
template T Renderer::Brightness() const { return m_Ember.m_Brightness; }
template T Renderer::Gamma() const { return m_Ember.m_Gamma; }
template T Renderer::Vibrancy() const { return m_Ember.m_Vibrancy; }
template T Renderer::GammaThresh() const { return m_Ember.m_GammaThresh; }
template T Renderer::HighlightPower() const { return m_Ember.m_HighlightPower; }
template Color Renderer::Background() const { return m_Ember.m_Background; }
template const Xform* Renderer::Xforms() const { return m_Ember.Xforms(); }
template Xform* Renderer::NonConstXforms() { return m_Ember.NonConstXforms(); }
template size_t Renderer::XformCount() const { return m_Ember.XformCount(); }
template const Xform* Renderer::FinalXform() const { return m_Ember.FinalXform(); }
template Xform* Renderer::NonConstFinalXform() { return m_Ember.NonConstFinalXform(); }
template bool Renderer::UseFinalXform() const { return m_Ember.UseFinalXform(); }
template const Palette* Renderer::GetPalette() const { return &m_Ember.m_Palette; }
template ePaletteMode Renderer::PaletteMode() const { return m_Ember.m_PaletteMode; }
///
/// Virtual ember wrappers overridden from RendererBase, getters only.
///
template size_t Renderer::TemporalSamples() const { return m_Ember.m_TemporalSamples; }
template size_t Renderer::FinalRasW() const { return m_Ember.m_FinalRasW; }
template size_t Renderer::FinalRasH() const { return m_Ember.m_FinalRasH; }
template size_t Renderer::SubBatchSize() const { return m_Ember.m_SubBatchSize; }
template size_t Renderer::FuseCount() const { return m_Ember.m_FuseCount; }
///
/// Non-virtual iterator wrappers.
///
template const byte* Renderer::XformDistributions() const { return m_Iterator != nullptr ? m_Iterator->XformDistributions() : nullptr; }
template size_t Renderer::XformDistributionsSize() const { return m_Iterator != nullptr ? m_Iterator->XformDistributionsSize() : 0; }
template Point* Renderer::Samples(size_t threadIndex) const { return threadIndex < m_Samples.size() ? const_cast*>(m_Samples[threadIndex].data()) : nullptr; }
///
/// Non-virtual functions that might be needed by a derived class.
///
///
/// Prepare various values needed for producing a final output image.
///
/// The computed background value, which may differ from the background member
/// The computed gamma
/// The computed linear range
/// The computed vibrancy
template
void Renderer::PrepFinalAccumVals(Color& background, T& g, T& linRange, T& vibrancy)
{
//If they are doing incremental rendering, they can get here without doing a full temporal
//sample, which means the values will be zero.
vibrancy = m_Vibrancy == 0 ? m_Ember.m_Vibrancy : m_Vibrancy;
size_t vibGamCount = m_VibGamCount == 0 ? 1 : m_VibGamCount;
T gamma = m_Gamma == 0 ? m_Ember.m_Gamma : m_Gamma;
g = T(1.0) / ClampGte(gamma / vibGamCount, T(0.01));//Ensure a divide by zero doesn't occur.
linRange = GammaThresh();
vibrancy /= vibGamCount;
background.x = (IsNearZero(m_Background.r) ? m_Ember.m_Background.r : m_Background.r) / (vibGamCount / T(256.0));//Background is [0, 1].
background.y = (IsNearZero(m_Background.g) ? m_Ember.m_Background.g : m_Background.g) / (vibGamCount / T(256.0));
background.z = (IsNearZero(m_Background.b) ? m_Ember.m_Background.b : m_Background.b) / (vibGamCount / T(256.0));
}
///
/// Miscellaneous non-virtual functions used only in this class.
///
///
/// Accumulate the samples to the histogram.
/// To be called after a sub batch is finished iterating.
///
/// The samples to accumulate
/// The number of samples
/// The palette to use
template
void Renderer::Accumulate(QTIsaac& rand, Point* samples, size_t sampleCount, const Palette* palette)
{
size_t histIndex, intColorIndex, histSize = m_HistBuckets.size();
bucketT colorIndex, colorIndexFrac;
const glm::detail::tvec4* dmap = &(palette->m_Entries[0]);
//T oneColDiv2 = m_CarToRas.OneCol() / 2;
//T oneRowDiv2 = m_CarToRas.OneRow() / 2;
//It's critical to understand what's going on here as it's one of the most important parts of the algorithm.
//A color value gets retrieved from the palette and
//its RGB values are added to the existing RGB values in the histogram bucket.
//Alpha is always 1 in the palettes, so that serves as the hit count.
//This differs from the original since redundantly adding both an alpha component and a hit count is omitted.
//This will eventually leave us with large values for pixels with many hits, which will be log scaled down later.
//Original used a function called bump_no_overflow(). Just do a straight add because the type will always be float or double.
//Doing so gives a 25% speed increase.
//Splitting these conditionals into separate loops makes no speed difference.
for (size_t i = 0; i < sampleCount && !m_Abort; i++)
{
Point p(samples[i]);//Slightly faster to cache this.
if (Rotate() != 0)
{
T p00 = p.m_X - CenterX();
T p11 = p.m_Y - m_Ember.m_RotCenterY;
p.m_X = (p00 * m_RotMat.A()) + (p11 * m_RotMat.B()) + CenterX();
p.m_Y = (p00 * m_RotMat.D()) + (p11 * m_RotMat.E()) + m_Ember.m_RotCenterY;
}
//T angle = rand.Frand01() * M_2PI;
//T r = exp(T(0.5) * sqrt(-log(rand.Frand01()))) - 1;
//T r = (rand.Frand01() + rand.Frand01() - 1);
//T r = (rand.Frand01() + rand.Frand01() + rand.Frand01() + rand.Frand01() - 2);
//p.m_X += (r * oneColDiv2) * cos(angle);
//p.m_Y += (r * oneRowDiv2) * sin(angle);
//p.m_X += r * cos(angle);
//p.m_Y += r * sin(angle);
//Checking this first before converting gives better performance than converting and checking a single value, which the original did.
//Second, an interesting optimization observation is that when keeping the bounds vars within m_CarToRas and calling its InBounds() member function,
//rather than here as members, about a 7% speedup is achieved. This is possibly due to the fact that data from m_CarToRas is accessed
//right after the call to Convert(), so some caching efficiencies get realized.
if (m_CarToRas.InBounds(p))
{
if (p.m_VizAdjusted != 0)
{
m_CarToRas.Convert(p, histIndex);
//There is a very slim chance that a point will be right on the border and will technically be in bounds, passing the InBounds() test,
//but ends up being mapped to a histogram bucket that is out of bounds due to roundoff error. Perform one final check before proceeding.
//This will result in a few points at the very edges getting discarded, but prevents a crash and doesn't seem to make a speed difference.
if (histIndex < histSize)
{
//Linear is a linear scale for when the color index is not a whole number, which is most of the time.
//It uses a portion of the value of the index, and the remainder of the next index.
//Example: index = 25.7
//Fraction = 0.7
//Color = (dmap[25] * 0.3) + (dmap[26] * 0.7)
//Use overloaded addition and multiplication operators in vec4 to perform the accumulation.
if (PaletteMode() == PALETTE_LINEAR)
{
colorIndex = bucketT(p.m_ColorX) * COLORMAP_LENGTH;
intColorIndex = size_t(colorIndex);
if (intColorIndex < 0)
{
intColorIndex = 0;
colorIndexFrac = 0;
}
else if (intColorIndex >= COLORMAP_LENGTH_MINUS_1)
{
intColorIndex = COLORMAP_LENGTH_MINUS_1 - 1;
colorIndexFrac = 1;
}
else
{
colorIndexFrac = colorIndex - bucketT(intColorIndex);//Interpolate between intColorIndex and intColorIndex + 1.
}
if (p.m_VizAdjusted == 1)
m_HistBuckets[histIndex] += ((dmap[intColorIndex] * (1 - colorIndexFrac)) + (dmap[intColorIndex + 1] * colorIndexFrac));
else
m_HistBuckets[histIndex] += (((dmap[intColorIndex] * (1 - colorIndexFrac)) + (dmap[intColorIndex + 1] * colorIndexFrac)) * bucketT(p.m_VizAdjusted));
}
else if (PaletteMode() == PALETTE_STEP)
{
intColorIndex = Clamp(size_t(p.m_ColorX * COLORMAP_LENGTH), 0, COLORMAP_LENGTH_MINUS_1);
if (p.m_VizAdjusted == 1)
m_HistBuckets[histIndex] += dmap[intColorIndex];
else
m_HistBuckets[histIndex] += (dmap[intColorIndex] * bucketT(p.m_VizAdjusted));
}
}
}
}
}
}
///
/// Add a value to the density filtering buffer with a bounds check.
///
/// The bucket being filtered
/// The column of the bucket
/// The offset to add to the column
/// The row of the bucket
/// The offset to add to the row
template
void Renderer::AddToAccum(const glm::detail::tvec4& bucket, intmax_t i, intmax_t ii, intmax_t j, intmax_t jj)
{
if (j + jj >= 0 && j + jj < intmax_t(m_SuperRasH) && i + ii >= 0 && i + ii < intmax_t(m_SuperRasW))
m_AccumulatorBuckets[(i + ii) + ((j + jj) * m_SuperRasW)] += bucket;
}
///
/// Clip and gamma correct a pixel.
/// Because this code is used in both early and late clipping, a few extra arguments are passed
/// to specify what actions to take. Coupled with an additional template argument, this allows
/// using one function to perform all color clipping, gamma correction and final accumulation.
/// Template argument accumT is expected to match T for the case of early clipping, byte for late clip for
/// images with one byte per channel and unsigned short for images with two bytes per channel.
///
/// The pixel to correct
/// The background color
/// The gamma to use
/// The linear range to use
/// The vibrancy to use
/// True if either early clip, or late clip with 4 channel output, else false.
/// True if late clip, else false.
/// The storage space for the corrected values to be written to
template
template
void Renderer::GammaCorrection(glm::detail::tvec4& bucket, Color& background, T g, T linRange, T vibrancy, bool doAlpha, bool scale, accumT* correctedChannels)
{
T alpha, ls, a;
bucketT newRgb[3];//Would normally use a Color, but don't want to call a needless constructor every time this function is called, which is once per pixel.
static T scaleVal = (numeric_limits::max() + 1) / T(256.0);
if (bucket.a <= 0)
{
alpha = 0;
ls = 0;
}
else
{
alpha = Palette::CalcAlpha(bucket.a, g, linRange);
ls = vibrancy * T(255) * alpha / bucket.a;
ClampRef(alpha, 0, 1);
}
Palette::template CalcNewRgb(&bucket[0], ls, HighlightPower(), newRgb);
for (glm::length_t rgbi = 0; rgbi < 3; rgbi++)
{
a = newRgb[rgbi] + ((T(1.0) - vibrancy) * T(255) * pow(T(bucket[rgbi]), g));
if (NumChannels() <= 3 || !Transparency())
{
a += ((T(1.0) - alpha) * background[rgbi]);
}
else
{
if (alpha > 0)
a /= alpha;
else
a = 0;
}
if (!scale)
correctedChannels[rgbi] = accumT(Clamp(a, 0, 255));//Early clip, just assign directly.
else
correctedChannels[rgbi] = accumT(Clamp(a, 0, 255) * scaleVal);//Final accum, multiply by 1 for 8 bpc, or 256 for 16 bpc.
}
if (doAlpha)
{
if (!scale)
correctedChannels[3] = accumT(alpha);//Early clip, just assign alpha directly.
else if (Transparency())
correctedChannels[3] = accumT(alpha * numeric_limits::max());//Final accum, 4 channels, using transparency. Scale alpha from 0-1 to 0-255 for 8 bpc or 0-65535 for 16 bpc.
else
correctedChannels[3] = numeric_limits::max();//Final accum, 4 channels, but not using transparency. 255 for 8 bpc, 65535 for 16 bpc.
}
}
//This class had to be implemented in a cpp file because the compiler was breaking.
//So the explicit instantiation must be declared here rather than in Ember.cpp where
//all of the other classes are done.
template EMBER_API class Renderer;
#ifdef DO_DOUBLE
template EMBER_API class Renderer;
#endif
}