mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-21 05:00:06 -05:00
960f0e11be
This reverts commit a7b4cc70d6
.
869 lines
34 KiB
C++
869 lines
34 KiB
C++
#include "FractoriumPch.h"
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#include "Fractorium.h"
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/// <summary>
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/// Return whether the render timer is running.
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/// </summary>
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/// <returns>True if running, else false.</returns>
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bool FractoriumEmberControllerBase::RenderTimerRunning()
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{
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return m_RenderTimer->isActive();
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}
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/// <summary>
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/// Start the render timer.
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/// If a renderer has not been created yet, it will be created from the options.
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/// </summary>
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void FractoriumEmberControllerBase::StartRenderTimer()
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{
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UpdateRender();
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m_RenderTimer->start();
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m_RenderElapsedTimer.Tic();
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}
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/// <summary>
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/// Start the render timer after a short delay.
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/// If the timer is already running, stop it first.
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/// This is useful for stopping and restarting the render
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/// process in response to things like a window resize.
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/// </summary>
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void FractoriumEmberControllerBase::DelayedStartRenderTimer()
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{
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DeleteRenderer();
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m_RenderRestartTimer->setSingleShot(true);
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m_RenderRestartTimer->start(300);//Will stop the timer if it's already running, and start again.
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}
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/// <summary>
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/// Stop the render timer and abort the rendering process.
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/// Optionally block until stopping is complete.
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/// </summary>
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/// <param name="wait">True to block, else false.</param>
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void FractoriumEmberControllerBase::StopRenderTimer(bool wait)
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{
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m_RenderTimer->stop();
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if (m_Renderer.get())
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m_Renderer->Abort();
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if (wait)
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{
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while (m_Rendering || RenderTimerRunning() || (Renderer() && (!m_Renderer->Aborted() || m_Renderer->InRender())))
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QApplication::processEvents();
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}
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}
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/// <summary>
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/// Stop all timers, rendering and drawing and block until they are done.
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/// </summary>
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void FractoriumEmberControllerBase::Shutdown()
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{
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StopRenderTimer(true);
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ClearFinalImages();
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while (m_Fractorium->ui.GLDisplay->Drawing())
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QApplication::processEvents();
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}
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/// <summary>
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/// Clear the output image buffers.
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/// </summary>
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void FractoriumEmberControllerBase::ClearFinalImages()
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{
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Memset(m_FinalImage);
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//Unsure if we should also call RendererCL::ClearFinal() as well. At the moment it seems unnecessary.
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}
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/// <summary>
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/// Update the state of the renderer.
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/// Upon changing values, some intelligence is used to avoid blindly restarting the
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/// entire iteration proceess every time a value changes. This is because some values don't affect the
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/// iteration, and only affect filtering and final accumulation. They are broken into three categories:
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/// 1) Restart the entire process.
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/// 2) Log/density filter, then final accum.
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/// 3) Final accum only.
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/// 4) Continue iterating.
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/// </summary>
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/// <param name="action">The action to take</param>
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void FractoriumEmberControllerBase::UpdateRender(eProcessAction action)
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{
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AddProcessAction(action);
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m_RenderElapsedTimer.Tic();
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}
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/// <summary>
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/// Call Shutdown() then delete the renderer and clear the textures in the output window if there is one.
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/// Note the name is somewhat misleading because a new empty renderer is actually created as a placeholder.
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/// This is that the program won't crash if the user adjusts any of the controls while the renderer is shut down.
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/// </summary>
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template <typename T>
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void FractoriumEmberController<T>::DeleteRenderer()
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{
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Shutdown();
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m_Renderer = make_unique<EmberNs::Renderer<T, float>>();
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if (GLController())
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GLController()->ClearWindow();
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}
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/// <summary>
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/// Save the current render results to a file.
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/// This could benefit from QImageWriter, however its compression capabilities are
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/// severely lacking. A Png file comes out larger than a bitmap, so instead use the
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/// Png and Jpg wrapper functions from the command line programs.
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/// This will embed the id, url and nick fields from the options in the image comments.
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/// </summary>
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/// <param name="filename">The full path and filename</param>
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/// <param name="comments">The comments to save in the png, jpg or exr</param>
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/// <param name="pixels">The buffer containing the pixels</param>
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/// <param name="width">The width in pixels of the image</param>
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/// <param name="height">The height in pixels of the image</param>
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/// <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>
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/// <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 != "")
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{
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const auto size = width * height;
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auto settings = m_Fractorium->m_Settings;
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QFileInfo fileInfo(filename);
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QString suffix = fileInfo.suffix();
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string s = filename.toStdString();
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string id = settings->Id().toStdString();
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string url = settings->Url().toStdString();
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string nick = settings->Nick().toStdString();
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//Ensure dimensions are valid.
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if (pixels.size() < size)
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{
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m_Fractorium->ShowCritical("Save Failed", "Dimensions didn't match, not saving.", true);
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return ret;
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}
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auto data = pixels.data();
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if (suffix.endsWith("bmp", Qt::CaseInsensitive) || suffix.endsWith("jpg", Qt::CaseInsensitive))
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{
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vector<unsigned char> rgb8Image(size * 3);
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Rgba32ToRgb8(data, rgb8Image.data(), width, height);
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if (suffix.endsWith("bmp", Qt::CaseInsensitive))
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ret = WriteBmp(s.c_str(), rgb8Image.data(), width, height);
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else if (suffix.endsWith("jpg", Qt::CaseInsensitive))
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ret = WriteJpeg(s.c_str(), rgb8Image.data(), width, height, 100, true, comments, id, url, nick);
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}
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else if (suffix.endsWith("png", Qt::CaseInsensitive))
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{
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if (!png16Bit)
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{
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vector<unsigned char> rgba8Image(size * 4);
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Rgba32ToRgba8(data, rgba8Image.data(), width, height, transparency);
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ret = WritePng(s.c_str(), rgba8Image.data(), width, height, 1, true, comments, id, url, nick);
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}
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else
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{
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vector<glm::uint16> rgba16Image(size * 4);
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Rgba32ToRgba16(data, rgba16Image.data(), width, height, transparency);
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ret = WritePng(s.c_str(), (unsigned char*)rgba16Image.data(), width, height, 2, true, comments, id, url, nick);
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}
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}
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else if (suffix.endsWith("exr", Qt::CaseInsensitive))
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{
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if (!png16Bit)//Repurpose this for EXR 32-bit.
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{
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vector<Rgba> rgba32Image(size);
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Rgba32ToRgbaExr(data, rgba32Image.data(), width, height, transparency);
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ret = WriteExr16(s.c_str(), rgba32Image.data(), width, height, true, comments, id, url, nick);
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}
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else
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{
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vector<float> r(size);
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vector<float> g(size);
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vector<float> b(size);
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vector<float> a(size);
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Rgba32ToRgba32Exr(data, r.data(), g.data(), b.data(), a.data(), width, height, transparency);
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ret = WriteExr32(s.c_str(), r.data(), g.data(), b.data(), a.data(), width, height, true, comments, id, url, nick);
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}
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}
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else
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{
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m_Fractorium->ShowCritical("Save Failed", "Unrecognized format " + suffix + ", not saving.", true);
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return ret;
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}
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if (ret)
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settings->SaveFolder(fileInfo.canonicalPath());
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else
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m_Fractorium->ShowCritical("Save Failed", "Could not save file, try saving to a different folder.", true);
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}
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return ret;
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}
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/// <summary>
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/// Add a process action to the list of actions to take.
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/// Called in response to the user changing something on the GUI.
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/// </summary>
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/// <param name="action">The action for the renderer to take</param>
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void FractoriumEmberControllerBase::AddProcessAction(eProcessAction action)
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{
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rlg l(m_Cs);
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m_ProcessActions.push_back(action);
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if (m_Renderer.get())
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m_Renderer->Abort();
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}
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/// <summary>
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/// Condense and clear the process actions into a single action and return.
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/// Many actions may be specified, but only the one requiring the greatest amount
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/// of processing matters. Extract and return the greatest and clear the vector.
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/// </summary>
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/// <returns>The most significant processing action desired</returns>
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eProcessAction FractoriumEmberControllerBase::CondenseAndClearProcessActions()
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{
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rlg l(m_Cs);
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auto action = eProcessAction::NOTHING;
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for (auto a : m_ProcessActions)
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if (a > action)
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action = a;
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m_ProcessActions.clear();
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return action;
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}
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/// <summary>
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/// Render progress callback function to update progress bar.
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/// </summary>
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/// <param name="ember">The ember currently being rendered</param>
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/// <param name="foo">An extra dummy parameter</param>
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/// <param name="fraction">The progress fraction from 0-100</param>
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/// <param name="stage">The stage of iteration. 1 is iterating, 2 is density filtering, 2 is final accumulation.</param>
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/// <param name="etaMs">The estimated milliseconds to completion of the current stage</param>
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/// <returns>0 if the user has changed anything on the GUI, else 1 to continue rendering.</returns>
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template <typename T>
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int FractoriumEmberController<T>::ProgressFunc(Ember<T>& ember, void* foo, double fraction, int stage, double etaMs)
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{
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QString status;
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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.
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if (stage == 0)
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status = "Iterating";
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else if (stage == 1)
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status = "Density Filtering";
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else if (stage == 2)
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status = "Spatial Filtering + Final Accumulation";
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QMetaObject::invokeMethod(m_Fractorium->m_RenderStatusLabel, "setText", Qt::QueuedConnection, Q_ARG(const QString&, status));
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return m_ProcessActions.empty() ? 1 : 0;//If they've done anything, abort.
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}
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/// <summary>
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/// Clear the undo list as well as the undo/redo index and state.
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/// </summary>
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template <typename T>
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void FractoriumEmberController<T>::ClearUndo()
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{
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m_UndoIndex = 0;
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m_UndoList.clear();
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m_EditState = eEditUndoState::REGULAR_EDIT;
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m_LastEditWasUndoRedo = false;
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m_Fractorium->ui.ActionUndo->setEnabled(false);
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m_Fractorium->ui.ActionRedo->setEnabled(false);
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}
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/// <summary>
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/// The hierarchy/order of sizes is like so:
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/// Ember
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/// GL Widget
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/// Texture (passed to RendererCL)
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/// Viewport
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/// Since this uses m_GL->SizesMatch(), which uses the renderer's dimensions, this
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/// must be called after the renderer has set the current ember.
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/// </summary>
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/// <returns>True if dimensions had to be resized due to a mismatch, else false.</returns>
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template <typename T>
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bool FractoriumEmberController<T>::SyncSizes()
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{
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bool changed = false;
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auto gl = m_Fractorium->ui.GLDisplay;
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RendererCL<T, float>* rendererCL = nullptr;
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if (gl && !m_GLController->SizesMatch())
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{
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m_GLController->ClearWindow();
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gl->SetDimensions(static_cast<int>(m_Ember.m_FinalRasW), static_cast<int>(m_Ember.m_FinalRasH));
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gl->Allocate();
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gl->SetViewport();
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if (m_Renderer->RendererType() == eRendererType::OPENCL_RENDERER && (rendererCL = dynamic_cast<RendererCL<T, float>*>(m_Renderer.get())))
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rendererCL->SetOutputTexture(gl->OutputTexID());
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m_Fractorium->CenterScrollbars();
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changed = true;
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}
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return changed;
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}
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/// <summary>
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/// The main rendering function.
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/// Called whenever the event loop is idle.
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/// </summary>
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/// <returns>True if nothing went wrong, else false.</returns>
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template <typename T>
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bool FractoriumEmberController<T>::Render()
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{
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if (!m_Renderer.get())
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return false;
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m_Rendering = true;
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bool success = true;
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auto gl = m_Fractorium->ui.GLDisplay;
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RendererCL<T, float>* rendererCL = nullptr;
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eProcessAction qualityAction = eProcessAction::NOTHING, action = eProcessAction::NOTHING;
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//Quality is the only parameter we update inside the timer.
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//This is to allow the user to rapidly increase the quality spinner
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//without fully resetting the render. Instead, it will just keep iterating
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//where it last left off in response to an increase.
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T d = static_cast<T>(m_Fractorium->m_QualitySpin->value());
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if (d < m_Ember.m_Quality)//Full restart if quality decreased.
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{
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m_Ember.m_Quality = d;
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qualityAction = eProcessAction::FULL_RENDER;
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}
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else if (d > m_Ember.m_Quality && ProcessState() == eProcessState::ACCUM_DONE)//If quality increased, keep iterating after current render finishes.
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{
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m_Ember.m_Quality = d;
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qualityAction = eProcessAction::KEEP_ITERATING;
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}
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else if (IsClose(d, m_Ember.m_Quality))
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qualityAction = eProcessAction::NOTHING;
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if (qualityAction == eProcessAction::FULL_RENDER)
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Update([&] {});//Stop the current render, a full restart is needed.
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else if (qualityAction == eProcessAction::KEEP_ITERATING)
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m_ProcessActions.push_back(qualityAction);//Special, direct call to avoid resetting the render inside Update() because only KEEP_ITERATING is needed.
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action = CondenseAndClearProcessActions();//Combine with all other previously requested actions.
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if (m_Renderer->RendererType() == eRendererType::OPENCL_RENDERER)
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rendererCL = dynamic_cast<RendererCL<T, float>*>(m_Renderer.get());
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//Force temporal samples to always be 1. Perhaps change later when animation is implemented.
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m_Ember.m_TemporalSamples = 1;
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//Take care of solo xforms and set the current ember and action.
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if (action != eProcessAction::NOTHING)
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{
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size_t i = 0;
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const auto solo = m_Ember.m_Solo;
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const bool forceFinal = m_Fractorium->HaveFinal();
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if (solo != -1)
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{
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m_TempOpacities.resize(m_Ember.TotalXformCount(forceFinal));
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while (auto xform = m_Ember.GetTotalXform(i))
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{
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m_TempOpacities[i] = xform->m_Opacity;
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xform->m_Opacity = i++ == solo ? 1 : 0;
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}
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}
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i = 0;
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m_Renderer->SetEmber(m_Ember, action, true);
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if (solo != -1)
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while (auto xform = m_Ember.GetTotalXform(i, forceFinal))
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xform->m_Opacity = m_TempOpacities[i++];
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}
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//Ensure sizes are equal and if not, update dimensions.
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if (SyncSizes())
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{
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action = eProcessAction::FULL_RENDER;
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return true;
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}
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//Determining if a completely new rendering process is being started.
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const auto iterBegin = ProcessState() == eProcessState::NONE;
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if (iterBegin)
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{
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if (m_Renderer->RendererType() == eRendererType::CPU_RENDERER)
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m_SubBatchCount = m_Fractorium->m_Settings->CpuSubBatch();
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else if (m_Renderer->RendererType() == eRendererType::OPENCL_RENDERER)
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m_SubBatchCount = m_Fractorium->m_Settings->OpenCLSubBatch();
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m_Fractorium->m_ProgressBar->setValue(0);
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const QString status = "Starting";
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QMetaObject::invokeMethod(m_Fractorium->m_RenderStatusLabel, "setText", Qt::QueuedConnection, Q_ARG(const QString&, status));
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}
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//If the rendering process hasn't finished, render with the current specified action.
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if (ProcessState() != eProcessState::ACCUM_DONE)
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{
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//if (m_Renderer->Run(m_FinalImage, 0) == RENDER_OK)//Full, non-incremental render for debugging.
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const bool update = iterBegin || m_Fractorium->m_Settings->ContinuousUpdate();
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eRenderStatus result;
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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.
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{
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//The amount to increment sub batch while rendering proceeds is purely empirical.
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//Change later if better values can be derived/observed.
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if (m_Renderer->RendererType() == eRendererType::OPENCL_RENDERER)
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{
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if (m_SubBatchCount < (4 * m_Devices.size()))//More than 4 with OpenCL gives a sluggish UI.
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m_SubBatchCount += m_Devices.size();
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}
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else
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{
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if (m_SubBatchCount < 5)
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m_SubBatchCount++;
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else if (m_SubBatchCount < 105)//More than 105 with CPU gives a sluggish UI.
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m_SubBatchCount += 25;
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}
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//Rendering has finished, update final stats.
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if (ProcessState() == eProcessState::ACCUM_DONE)
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{
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const auto stats = m_Renderer->Stats();
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auto iters = ToString<qulonglong>(stats.m_Iters);
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auto scaledQuality = ToString(static_cast<qulonglong>(m_Renderer->ScaledQuality()));
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//auto renderTime = m_RenderElapsedTimer.Format(m_RenderElapsedTimer.Toc());
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auto renderTime = m_RenderElapsedTimer.Format(stats.m_RenderMs);
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m_Fractorium->m_ProgressBar->setValue(100);
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//Only certain stats can be reported with OpenCL.
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if (m_Renderer->RendererType() == eRendererType::OPENCL_RENDERER)
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{
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const QString status = "Iters: " + iters + ". Scaled quality: " + scaledQuality + ". Total time: " + QString::fromStdString(renderTime) + ".";
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QMetaObject::invokeMethod(m_Fractorium->m_RenderStatusLabel, "setText", Qt::QueuedConnection, Q_ARG(const QString&, status));
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}
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else
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{
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const auto percent = static_cast<double>(stats.m_Badvals) / static_cast<double>(stats.m_Iters);
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auto badVals = ToString<qulonglong>(stats.m_Badvals);
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auto badPercent = QLocale::system().toString(percent * 100, 'f', 2);
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const QString status = "Iters: " + iters + ". Scaled quality: " + scaledQuality + ". Bad values: " + badVals + " (" + badPercent + "%). Total time: " + QString::fromStdString(renderTime) + ".";
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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, nullptr);//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;
|
|
Ember<double> xaosToggle;
|
|
#else
|
|
EmberFile<float> efd;
|
|
Palette<float> tempPalette;
|
|
Ember<float> xaosToggle;
|
|
#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);
|
|
m_Controller->CopyXaosToggleEmber(xaosToggle);
|
|
#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);
|
|
m_Controller->SetXaosToggleEmber(xaosToggle);
|
|
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
|