mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-21 21:20:07 -05:00
641 lines
22 KiB
C++
641 lines
22 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 && 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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if (m_RenderTimer)
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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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}
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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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if (m_RenderRestartTimer)
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{
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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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}
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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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if (m_RenderTimer)
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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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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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/// 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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/// </summary>
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void FractoriumEmberControllerBase::DeleteRenderer()
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{
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Shutdown();
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m_Renderer.reset();
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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 contents of the GL window to a file.
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/// This could benefit from QImageWriter, however it's 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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void FractoriumEmberControllerBase::SaveCurrentRender(QString filename)
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{
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if (filename != "")
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{
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bool b = false;
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unsigned int i, j;
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unsigned int width = m_Renderer->FinalRasW();
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unsigned int height = m_Renderer->FinalRasH();
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unsigned char* data = NULL;
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vector<unsigned char> vecRgb;
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QFileInfo fileInfo(filename);
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QString suffix = fileInfo.suffix();
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FractoriumSettings* settings = m_Fractorium->m_Settings;
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RendererCLBase* rendererCL = dynamic_cast<RendererCLBase*>(m_Renderer.get());
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if (rendererCL && m_Renderer->PrepFinalAccumVector(m_FinalImage))
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{
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if (!rendererCL->ReadFinal(m_FinalImage.data()))
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{
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QMessageBox::critical(m_Fractorium, "GPU Read Error", "Could not read image from the GPU, aborting image save.");
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return;
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}
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}
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data = m_FinalImage.data();//Png and channels = 4.
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if ((suffix == "jpg" || suffix == "bmp") && m_Renderer->NumChannels() == 4)
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{
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RgbaToRgb(m_FinalImage, vecRgb, width, height);
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data = vecRgb.data();
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}
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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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EmberImageComments comments = m_Renderer->ImageComments(0, false, true);
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if (suffix == "png")
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b = WritePng(s.c_str(), data, width, height, 1, true, comments, id, url, nick);
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else if (suffix == "jpg")
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b = WriteJpeg(s.c_str(), data, width, height, 100, true, comments, id, url, nick);
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else if (suffix == "bmp")
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b = WriteBmp(s.c_str(), data, width, height);
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else
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QMessageBox::critical(m_Fractorium, "Save Failed", "Unrecognized format " + suffix + ", not saving.");
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if (b)
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settings->SaveFolder(fileInfo.canonicalPath());
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else
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QMessageBox::critical(m_Fractorium, "Save Failed", "Could not save file, try saving to a different folder.");
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}
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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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m_Cs.Enter();
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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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m_Cs.Leave();
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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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m_Cs.Enter();
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eProcessAction action = NOTHING;
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for (size_t i = 0; i < m_ProcessActions.size(); i++)
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if (m_ProcessActions[i] > action)
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action = m_ProcessActions[i];
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m_ProcessActions.clear();
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m_Cs.Leave();
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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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m_Fractorium->m_ProgressBar->setValue((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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m_Fractorium->m_RenderStatusLabel->setText(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 = 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 main rendering function.
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/// Called whenever the event loop is idle.
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/// </summary>
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template <typename T>
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bool FractoriumEmberController<T>::Render()
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{
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bool success = true;
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m_Rendering = true;
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GLWidget* gl = m_Fractorium->ui.GLDisplay;
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eProcessAction action = CondenseAndClearProcessActions();
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//Set dimensions first.
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if ((m_Ember.m_FinalRasW != gl->width() ||
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m_Ember.m_FinalRasH != gl->height()))
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{
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m_Ember.SetSizeAndAdjustScale(gl->width(), gl->height(), false, SCALE_WIDTH);
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m_Fractorium->m_ScaleSpin->SetValueStealth(m_Ember.m_PixelsPerUnit);
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action = FULL_RENDER;
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}
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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 != NOTHING)
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{
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int i, solo = m_Fractorium->ui.CurrentXformCombo->property("soloxform").toInt();
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if (solo != -1)
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{
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m_TempOpacities.resize(m_Ember.TotalXformCount());
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for (i = 0; i < m_Ember.TotalXformCount(); i++)
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{
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m_TempOpacities[i] = m_Ember.GetTotalXform(i)->m_Opacity;
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m_Ember.GetTotalXform(i)->m_Opacity = i == solo ? 1 : 0;
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}
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}
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m_Renderer->SetEmber(m_Ember, action);
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if (solo != -1)
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{
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for (i = 0; i < m_Ember.TotalXformCount(); i++)
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{
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m_Ember.GetTotalXform(i)->m_Opacity = m_TempOpacities[i];
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}
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}
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}
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//Determining if a completely new rendering process is being started.
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bool iterBegin = ProcessState() == NONE;
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if (iterBegin)
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{
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if (m_Renderer->RendererType() == CPU_RENDERER)
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m_SubBatchCount = m_Fractorium->m_Settings->CpuSubBatch();
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else if (m_Renderer->RendererType() == 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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m_Fractorium->m_RenderStatusLabel->setText("Starting");
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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() != 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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if (m_Renderer->Run(m_FinalImage, 0, m_SubBatchCount, iterBegin) == RENDER_OK)//Force output on iterBegin.
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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() == OPENCL_RENDERER)
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{
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if (m_SubBatchCount < 3)//More than 3 with OpenCL gives a sluggish UI.
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m_SubBatchCount++;
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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() == ACCUM_DONE)
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{
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EmberStats stats = m_Renderer->Stats();
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m_Fractorium->m_ProgressBar->setValue(100);
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QString iters = QLocale(QLocale::English).toString(stats.m_Iters);
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QString scaledQuality = QString::number((unsigned int)m_Renderer->ScaledQuality());
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string renderTime = m_RenderElapsedTimer.Format(m_RenderElapsedTimer.Toc());
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//Only certain status can be reported with OpenCL.
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if (m_Renderer->RendererType() == OPENCL_RENDERER)
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{
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m_Fractorium->m_RenderStatusLabel->setText("Iters: " + iters + ". Scaled quality: " + scaledQuality + ". Total time: " + QString::fromStdString(renderTime));
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}
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else
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{
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double percent = (double)stats.m_Badvals / (double)stats.m_Iters;
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QString badVals = QLocale(QLocale::English).toString(stats.m_Badvals);
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QString badPercent = QLocale(QLocale::English).toString(percent * 100, 'f', 2);
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m_Fractorium->m_RenderStatusLabel->setText("Iters: " + iters + ". Scaled quality: " + scaledQuality + ". Bad values: " + badVals + " (" + badPercent + "%). Total time: " + QString::fromStdString(renderTime));
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}
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if (m_LastEditWasUndoRedo && (m_UndoIndex == m_UndoList.size() - 1))//Traversing through undo list, reached the end, so put back in regular edit mode.
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{
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m_EditState = REGULAR_EDIT;
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}
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else if (m_EditState == REGULAR_EDIT)//Regular edit, just add to the end of the undo list.
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{
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m_UndoList.push_back(m_Ember);
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m_UndoIndex = m_UndoList.size() - 1;
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m_Fractorium->ui.ActionUndo->setEnabled(m_UndoList.size() > 1);
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m_Fractorium->ui.ActionRedo->setEnabled(false);
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if (m_UndoList.size() >= UNDO_SIZE)
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m_UndoList.pop_front();
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}
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else if (!m_LastEditWasUndoRedo && m_UndoIndex != m_UndoList.size() - 1)//They were in the middle of the undo list, then did a manual edit, so clear the undo list.
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{
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ClearUndo();
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m_UndoList.push_back(m_Ember);
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}
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m_LastEditWasUndoRedo = false;
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m_Fractorium->UpdateHistogramBounds();//Mostly of engineering interest.
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}
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//Update the GL window on start because the output will be forced.
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//Update it on finish because the rendering process is completely done.
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if (iterBegin || ProcessState() == ACCUM_DONE)
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{
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if (m_FinalImage.size() == m_Renderer->FinalBufferSize())//Make absolutely sure the correct amount of data is passed.
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gl->repaint();
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//Uncomment for debugging kernel build and execution errors.
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//m_Fractorium->ui.InfoRenderingTextEdit->setText(QString::fromStdString(m_Fractorium->m_Wrapper.DumpInfo()));
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//if (RendererCL<T>* rendererCL = dynamic_cast<RendererCL<T>*>(m_Renderer.get()))
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// m_Fractorium->ui.InfoRenderingTextEdit->setText(QString::fromStdString(rendererCL->IterKernel()));
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}
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}
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else//Something went very wrong, show error report.
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{
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vector<string> errors = m_Renderer->ErrorReport();
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success = false;
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m_FailedRenders++;
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m_Fractorium->m_RenderStatusLabel->setText("Rendering failed, see info tab. Try changing parameters.");
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m_Fractorium->ErrorReportToQTextEdit(errors, m_Fractorium->ui.InfoRenderingTextEdit);
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m_Renderer->ClearErrorReport();
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if (m_FailedRenders >= 3)
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{
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m_Rendering = false;
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StopRenderTimer(true);
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m_Fractorium->m_RenderStatusLabel->setText("Rendering failed 3 or more times, stopping all rendering, see info tab. Try changing renderer types.");
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memset(m_FinalImage.data(), 0, m_FinalImage.size());
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if (m_Renderer->RendererType() == OPENCL_RENDERER)
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((RendererCL<T>*)m_Renderer.get())->ClearFinal();
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m_GLController->ClearWindow();
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}
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}
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}
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//Upon finishing, or having nothing to do, rest.
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if (ProcessState() == ACCUM_DONE)
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QThread::msleep(1);
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m_Rendering = false;
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return success;
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}
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/// <summary>
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/// Stop rendering and initialize a new renderer, using the specified type.
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/// Rendering will be left in a stopped state. The caller is responsible for restarting the render loop again.
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/// </summary>
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/// <param name="renderType">The type of render to create</param>
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/// <param name="platform">The index platform of the platform to use</param>
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/// <param name="device">The index device of the device to use</param>
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/// <param name="outputTexID">The texture ID of the shared OpenGL texture if shared</param>
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/// <param name="shared">True if shared with OpenGL, else false. Default: true.</param>
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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>::CreateRenderer(eRendererType renderType, unsigned int platform, unsigned int device, bool shared)
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{
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bool ok = true;
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FractoriumSettings* s = m_Fractorium->m_Settings;
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GLWidget* gl = m_Fractorium->ui.GLDisplay;
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if (!m_Renderer.get() || (m_Renderer->RendererType() != renderType) || (m_Platform != platform) || (m_Device != device))
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{
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EmberReport emberReport;
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vector<string> errorReport;
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DeleteRenderer();//Delete the renderer and refresh the textures.
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//Before starting, must take care of allocations.
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gl->Allocate(true);//Forcing a realloc of the texture is necessary on AMD, but not on nVidia.
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m_Renderer = auto_ptr<EmberNs::RendererBase>(::CreateRenderer<T, T>(renderType, platform, device, shared, gl->OutputTexID(), emberReport));
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errorReport = emberReport.ErrorReport();
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if (errorReport.empty())
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{
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m_Platform = platform;//Store values for re-creation later on.
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m_Device = device;
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m_OutputTexID = gl->OutputTexID();
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m_Shared = shared;
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}
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else
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{
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ok = false;
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QMessageBox::critical(m_Fractorium, "Renderer Creation Error", "Could not create requested renderer, fallback CPU renderer created. See info tab for details.");
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m_Fractorium->ErrorReportToQTextEdit(errorReport, m_Fractorium->ui.InfoRenderingTextEdit);
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}
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}
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if (m_Renderer.get())
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{
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m_RenderType = m_Renderer->RendererType();
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if (m_RenderType == OPENCL_RENDERER && m_Fractorium->m_QualitySpin->value() < 30)
|
|
m_Fractorium->m_QualitySpin->setValue(30);
|
|
|
|
m_Renderer->Callback(this);
|
|
m_Renderer->NumChannels(4);//Always using 4 since the GL texture is RGBA.
|
|
m_Renderer->ReclaimOnResize(true);
|
|
m_Renderer->SetEmber(m_Ember);//Give it an initial ember, will be updated many times later.
|
|
m_Renderer->EarlyClip(s->EarlyClip());
|
|
m_Renderer->YAxisUp(s->YAxisUp());
|
|
m_Renderer->ThreadCount(s->ThreadCount());
|
|
m_Renderer->Transparency(s->Transparency());
|
|
|
|
if (m_Renderer->RendererType() == CPU_RENDERER)
|
|
m_Renderer->InteractiveFilter(s->CpuDEFilter() ? FILTER_DE : FILTER_LOG);
|
|
else
|
|
m_Renderer->InteractiveFilter(s->OpenCLDEFilter() ? FILTER_DE : FILTER_LOG);
|
|
|
|
if ((m_Renderer->EarlyClip() != m_PreviewRenderer->EarlyClip()) ||
|
|
(m_Renderer->YAxisUp() != m_PreviewRenderer->YAxisUp()))
|
|
{
|
|
StopPreviewRender();
|
|
m_PreviewRenderer->EarlyClip(m_Renderer->EarlyClip());
|
|
m_PreviewRenderer->YAxisUp(m_Renderer->YAxisUp());
|
|
RenderPreviews();
|
|
}
|
|
|
|
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;
|
|
QMessageBox::critical(m_Fractorium, "Renderer Creation Error", "Creating a basic CPU renderer failed, something is catastrophically wrong. Exiting program.");
|
|
QApplication::quit();
|
|
}
|
|
|
|
return ok;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a new renderer from the options.
|
|
/// </summary>
|
|
/// <returns>True if nothing went wrong, else false.</returns>
|
|
bool Fractorium::CreateRendererFromOptions()
|
|
{
|
|
bool ok = true;
|
|
bool useOpenCL = m_Wrapper.CheckOpenCL() && m_Settings->OpenCL();
|
|
|
|
//The most important option to process is what kind of renderer is desired, so do it first.
|
|
if (!m_Controller->CreateRenderer(useOpenCL ? OPENCL_RENDERER : CPU_RENDERER,
|
|
m_Settings->PlatformIndex(),
|
|
m_Settings->DeviceIndex()))
|
|
{
|
|
//If using OpenCL, will only get here if creating RendererCL failed, but creating a backup CPU Renderer succeeded.
|
|
QMessageBox::critical(this, "Renderer Creation Error", "Error creating renderer, most likely a GPU problem. Using CPU instead.");
|
|
m_Settings->OpenCL(false);
|
|
m_OptionsDialog->ui.OpenCLCheckBox->setChecked(false);
|
|
m_FinalRenderDialog->ui.FinalRenderOpenCLCheckBox->setChecked(false);
|
|
ok = false;
|
|
}
|
|
|
|
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()
|
|
{
|
|
bool ok = true;
|
|
|
|
size_t size =
|
|
#ifdef DO_DOUBLE
|
|
m_Settings->Double() ? sizeof(double) :
|
|
#endif
|
|
sizeof(float);
|
|
|
|
if (!m_Controller.get() || (m_Controller->SizeOfT() != size))
|
|
{
|
|
double hue = m_PaletteHueSpin->value();
|
|
double sat = m_PaletteSaturationSpin->value();
|
|
double bright = m_PaletteBrightnessSpin->value();
|
|
double con = m_PaletteContrastSpin->value();
|
|
double blur = m_PaletteBlurSpin->value();
|
|
double freq = m_PaletteFrequencySpin->value();
|
|
#ifdef DO_DOUBLE
|
|
Ember<double> ed;
|
|
EmberFile<double> efd;
|
|
Palette<double> tempPalette;
|
|
#else
|
|
Ember<float> ed;
|
|
EmberFile<float> efd;
|
|
Palette<float> tempPalette;
|
|
#endif
|
|
QModelIndex index = ui.LibraryTree->currentIndex();
|
|
|
|
//First check if a controller has already been created, and if so, save its embers and gracefully shut it down.
|
|
if (m_Controller.get())
|
|
{
|
|
m_Controller->CopyTempPalette(tempPalette);//Convert float to double or save double verbatim;
|
|
m_Controller->CopyEmber(ed);
|
|
m_Controller->CopyEmberFile(efd);
|
|
m_Controller->Shutdown();
|
|
}
|
|
|
|
#ifdef DO_DOUBLE
|
|
if (m_Settings->Double())
|
|
m_Controller = auto_ptr<FractoriumEmberControllerBase>(new FractoriumEmberController<double>(this));
|
|
else
|
|
#endif
|
|
m_Controller = auto_ptr<FractoriumEmberControllerBase>(new FractoriumEmberController<float>(this));
|
|
|
|
//Restore the ember and ember file.
|
|
if (m_Controller.get())
|
|
{
|
|
m_Controller->SetEmber(ed);//Convert float to double or set double verbatim;
|
|
m_Controller->SetEmberFile(efd);
|
|
|
|
//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.
|
|
m_Controller->FillLibraryTree(index.row());//Passing row re-selects the item that was previously selected.
|
|
m_Controller->SetTempPalette(tempPalette);//Restore palette.
|
|
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_Controller->PaletteAdjust();//Fills in the palette.
|
|
}
|
|
}
|
|
|
|
return m_Controller.get() != NULL;
|
|
}
|
|
|
|
/// <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>
|
|
void Fractorium::StartRenderTimer()
|
|
{
|
|
//Starting the render timer, either for the first time
|
|
//or from a paused state, such as resizing or applying new options.
|
|
CreateControllerFromOptions();
|
|
|
|
if (m_Controller.get())
|
|
{
|
|
//On program startup, the renderer does not get initialized until now.
|
|
CreateRendererFromOptions();
|
|
|
|
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 NULL, else false.</returns>
|
|
bool Fractorium::ControllersOk() { return m_Controller.get() && m_Controller->GLController(); }
|