mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-21 21:20:07 -05:00
4059767dc4
--User changes Thread image writing in EmberAnimate and when doing animation sequence in final render dialog. Add total time output for verbose mode in EmberAnimate to match EmberRender. --Bug Fixes Fix incorrect iters ran/requested percentage in EmberAnimate to match EmberRender. Fix motion blur being disabled when doing animations in final render dialog. Allow for boolean command line options which default to true to be set to false. --Code Changes Minor changes to enable a Mac build. Double the memory required for the final output buffer in RendererBase::MemoryRequired() when threading image writing. Reuse same buffer for RgbaToRgb() in EmberRender and EmberAnimate. Only resize in RgbaToRgb() if the two vectors are not the same. Add a final output buffer ping-ponging mechanism to facilitate threaded writes in controllers.
290 lines
12 KiB
C++
290 lines
12 KiB
C++
#include "FractoriumPch.h"
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#include "FractoriumEmberController.h"
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#include "Fractorium.h"
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#include "GLEmberController.h"
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#define SAVE_EACH 1
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/// <summary>
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/// Constructor which initializes the non-templated members contained in this class.
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/// The renderer, other templated members and GUI setup will be done in the templated derived controller class.
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/// </summary>
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/// <param name="fractorium">Pointer to the main window.</param>
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FractoriumEmberControllerBase::FractoriumEmberControllerBase(Fractorium* fractorium)
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{
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Timing t;
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m_Rendering = false;
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m_Shared = true;
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m_Platform = 0;
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m_Device = 0;
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m_FailedRenders = 0;
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m_UndoIndex = 0;
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m_RenderType = CPU_RENDERER;
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m_OutputTexID = 0;
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m_SubBatchCount = 1;//Will be ovewritten by the options on first render.
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m_FinalImageIndex = 0;
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m_Fractorium = fractorium;
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m_RenderTimer = nullptr;
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m_RenderRestartTimer = nullptr;
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m_Rand = QTIsaac<ISAAC_SIZE, ISAAC_INT>(ISAAC_INT(t.Tic()), ISAAC_INT(t.Tic() * 2), ISAAC_INT(t.Tic() * 3));//Ensure a different rand seed on each instance.
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m_RenderTimer = new QTimer(m_Fractorium);
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m_RenderTimer->setInterval(0);
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m_Fractorium->connect(m_RenderTimer, SIGNAL(timeout()), SLOT(IdleTimer()));
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m_RenderRestartTimer = new QTimer(m_Fractorium);
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m_Fractorium->connect(m_RenderRestartTimer, SIGNAL(timeout()), SLOT(StartRenderTimer()));
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}
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/// <summary>
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/// Destructor which stops rendering and deletes the timers.
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/// All other memory is cleared automatically through the use of STL.
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/// </summary>
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FractoriumEmberControllerBase::~FractoriumEmberControllerBase()
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{
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StopRenderTimer(true);
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if (m_RenderTimer)
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{
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m_RenderTimer->stop();
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delete m_RenderTimer;
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m_RenderTimer = nullptr;
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}
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if (m_RenderRestartTimer)
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{
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m_RenderRestartTimer->stop();
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delete m_RenderRestartTimer;
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m_RenderRestartTimer = nullptr;
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}
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}
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/// <summary>
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/// Constructor which passes the main window parameter to the base, initializes the templated members contained in this class.
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/// Then sets up the parts of the GUI that require templated Widgets, such as the variations tree and the palette table.
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/// Note the renderer is not setup here automatically. Instead, it must be manually created by the caller later.
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/// </summary>
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/// <param name="fractorium">Pointer to the main window.</param>
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template <typename T>
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FractoriumEmberController<T>::FractoriumEmberController(Fractorium* fractorium)
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: FractoriumEmberControllerBase(fractorium)
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{
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m_PreviewRun = false;
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m_PreviewRunning = false;
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m_SheepTools = unique_ptr<SheepTools<T, T>>(new SheepTools<T, T>("flam3-palettes.xml", new EmberNs::Renderer<T, T>()));
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m_GLController = unique_ptr<GLEmberController<T>>(new GLEmberController<T>(fractorium, fractorium->ui.GLDisplay, this));
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m_PreviewRenderer = unique_ptr<EmberNs::Renderer<T, T>>(new EmberNs::Renderer<T, T>());
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SetupVariationTree();
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InitPaletteTable("flam3-palettes.xml");
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BackgroundChanged(QColor(0, 0, 0));//Default to black.
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ClearUndo();
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m_PreviewRenderer->Callback(nullptr);
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m_PreviewRenderer->NumChannels(4);
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m_PreviewRenderer->EarlyClip(m_Fractorium->m_Settings->EarlyClip());
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m_PreviewRenderer->YAxisUp(m_Fractorium->m_Settings->YAxisUp());
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m_PreviewRenderer->SetEmber(m_Ember);//Give it an initial ember, will be updated many times later.
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//m_PreviewRenderer->ThreadCount(1);//For debugging.
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m_PreviewRenderFunc = [&](uint start, uint end)
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{
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while(m_PreviewRun || m_PreviewRunning)
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{
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}
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m_PreviewRun = true;
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m_PreviewRunning = true;
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m_PreviewRenderer->ThreadCount(max(1u, Timing::ProcessorCount() - 1));//Leave one processor free so the GUI can breathe.
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QTreeWidget* tree = m_Fractorium->ui.LibraryTree;
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if (QTreeWidgetItem* top = tree->topLevelItem(0))
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{
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for (size_t i = start; m_PreviewRun && i < end && i < m_EmberFile.Size(); i++)
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{
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Ember<T> ember = m_EmberFile.m_Embers[i];
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ember.SyncSize();
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ember.SetSizeAndAdjustScale(PREVIEW_SIZE, PREVIEW_SIZE, false, SCALE_WIDTH);
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ember.m_TemporalSamples = 1;
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ember.m_Quality = 25;
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ember.m_Supersample = 1;
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m_PreviewRenderer->SetEmber(ember);
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if (m_PreviewRenderer->Run(m_PreviewFinalImage) == RENDER_OK)
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{
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if (EmberTreeWidgetItem<T>* treeItem = dynamic_cast<EmberTreeWidgetItem<T>*>(top->child(i)))
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{
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//It is critical that Qt::BlockingQueuedConnection is passed because this is running on a different thread than the UI.
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//This ensures the events are processed in order as each preview is updated, and that control does not return here
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//until the update is complete.
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QMetaObject::invokeMethod(m_Fractorium, "SetLibraryTreeItemData", Qt::BlockingQueuedConnection,
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Q_ARG(EmberTreeWidgetItemBase*, dynamic_cast<EmberTreeWidgetItemBase*>(treeItem)),
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Q_ARG(vector<byte>&, m_PreviewFinalImage),
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Q_ARG(uint, PREVIEW_SIZE),
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Q_ARG(uint, PREVIEW_SIZE));
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//treeItem->SetImage(m_PreviewFinalImage, PREVIEW_SIZE, PREVIEW_SIZE);
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}
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}
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}
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}
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m_PreviewRun = false;
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m_PreviewRunning = false;
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};
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}
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/// <summary>
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/// Empty destructor that does nothing.
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/// </summary>
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template <typename T>
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FractoriumEmberController<T>::~FractoriumEmberController() { }
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/// <summary>
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/// Setters for embers, ember files and palettes which convert between float and double types.
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/// These are used to preserve the current ember/file when switching between renderers.
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/// Note that some precision will be lost when going from double to float.
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/// </summary>
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template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<float>& ember, bool verbatim) { SetEmberPrivate<float>(ember, verbatim); }
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template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<float>& ember, std::function<void(Ember<float>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
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template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<float>& emberFile) { m_EmberFile = emberFile; }
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template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<float>& emberFile, std::function<void(Ember<float>& ember)> perEmberOperation)
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{
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emberFile.m_Filename = m_EmberFile.m_Filename;
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CopyVec(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
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}
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template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<float>& palette) { m_TempPalette = palette; }
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template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<float>& palette) { palette = m_TempPalette; }
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#ifdef DO_DOUBLE
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template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<double>& ember, bool verbatim) { SetEmberPrivate<double>(ember, verbatim); }
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template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<double>& ember, std::function<void(Ember<double>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
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template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<double>& emberFile) { m_EmberFile = emberFile; }
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template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<double>& emberFile, std::function<void(Ember<double>& ember)> perEmberOperation)
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{
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emberFile.m_Filename = m_EmberFile.m_Filename;
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CopyVec(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
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}
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template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<double>& palette) { m_TempPalette = palette; }
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template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<double>& palette) { palette = m_TempPalette; }
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#endif
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template <typename T> Ember<T>* FractoriumEmberController<T>::CurrentEmber() { return &m_Ember; }
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template <typename T>
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void FractoriumEmberController<T>::ConstrainDimensions(Ember<T>& ember)
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{
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ember.m_FinalRasW = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), ember.m_FinalRasW);
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ember.m_FinalRasH = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), ember.m_FinalRasH);
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}
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/// <summary>
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/// Set the ember at the specified index from the currently opened file as the current Ember.
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/// Clears the undo state.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="index">The index in the file from which to retrieve the ember</param>
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template <typename T>
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void FractoriumEmberController<T>::SetEmber(size_t index)
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{
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if (index < m_EmberFile.Size())
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{
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if (QTreeWidgetItem* top = m_Fractorium->ui.LibraryTree->topLevelItem(0))
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{
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for (uint i = 0; i < top->childCount(); i++)
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{
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if (EmberTreeWidgetItem<T>* emberItem = dynamic_cast<EmberTreeWidgetItem<T>*>(top->child(i)))
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emberItem->setSelected(i == index);
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}
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}
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ClearUndo();
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SetEmber(m_EmberFile.m_Embers[index]);
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}
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}
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/// <summary>
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/// Wrapper to call a function, then optionally add the requested action to the rendering queue.
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/// </summary>
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/// <param name="func">The function to call</param>
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/// <param name="updateRender">True to update renderer, else false. Default: false.</param>
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/// <param name="action">The action to add to the rendering queue. Default: FULL_RENDER.</param>
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template <typename T>
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void FractoriumEmberController<T>::Update(std::function<void (void)> func, bool updateRender, eProcessAction action)
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{
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func();
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if (updateRender)
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UpdateRender(action);
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}
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/// <summary>
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/// Wrapper to call a function on the current xform, then optionally add the requested action to the rendering queue.
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/// </summary>
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/// <param name="func">The function to call</param>
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/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
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/// <param name="action">The action to add to the rendering queue. Default: FULL_RENDER.</param>
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template <typename T>
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void FractoriumEmberController<T>::UpdateCurrentXform(std::function<void (Xform<T>*)> func, bool updateRender, eProcessAction action)
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{
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if (Xform<T>* xform = CurrentXform())
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{
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func(xform);
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if (updateRender)
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UpdateRender(action);
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}
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}
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/// <summary>
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/// Set the current ember, but use GUI values for the fields which make sense to
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/// keep the same between ember selection changes.
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/// Note the extra template parameter U allows for assigning ember of different types.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="ember">The ember to set as the current</param>
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template <typename T>
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template <typename U>
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void FractoriumEmberController<T>::SetEmberPrivate(const Ember<U>& ember, bool verbatim)
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{
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if (ember.m_Name != m_Ember.m_Name)
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m_LastSaveCurrent = "";
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size_t w = m_Ember.m_FinalRasW;//Cache values for use below.
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size_t h = m_Ember.m_FinalRasH;
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m_Ember = ember;
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if (!verbatim)
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{
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//m_Ember.SetSizeAndAdjustScale(m_Fractorium->ui.GLDisplay->width(), m_Fractorium->ui.GLDisplay->height(), true, SCALE_WIDTH);
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m_Ember.m_TemporalSamples = 1;//Change once animation is supported.
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m_Ember.m_Quality = m_Fractorium->m_QualitySpin->value();
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m_Ember.m_Supersample = m_Fractorium->m_SupersampleSpin->value();
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}
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#ifdef SAVE_EACH
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static EmberToXml<T> writer;
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string filename = "last.flame";
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writer.Save(filename.c_str(), m_Ember, 0, true, false, true);
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#endif
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m_GLController->ResetMouseState();
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m_Fractorium->FillXforms();//Must do this first because the palette setup in FillParamTablesAndPalette() uses the xforms combo.
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FillParamTablesAndPalette();
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//If a resize happened, this won't do anything because the new size is not reflected in the scroll area yet.
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//However, it will have been taken care of in SyncSizes() in that case, so it's ok.
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//This is for when a new ember with the same size was loaded. If it was larger than the scroll area, and was scrolled, re-center it.
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if (m_Ember.m_FinalRasW == w && m_Ember.m_FinalRasH == h)
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m_Fractorium->CenterScrollbars();
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}
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template class FractoriumEmberController<float>;
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#ifdef DO_DOUBLE
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template class FractoriumEmberController<double>;
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#endif
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