mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-21 21:20:07 -05:00
6ba16888e3
-Add new variations: crackle, dc_perlin. -Make default palette interp mode be linear instead of step. -Make summary tab the selected one in the Info tab. -Allow for highlight power of up to 10. It was previously limited to 2. --Bug fixes -Direct color calculations were wrong. -Flattening was not applied to final xform. -Fix "pure virtual function call" error on shutdown. --Code changes -Allow for array precalc params in variations by adding a size member to the ParamWithName class. -In IterOpenCLKernelCreator, memcpy precalc params instead of a direct assign since they can now be of variable length. -Add new file VarFuncs to consolidate some functions that are common to multiple variations. This also contains texture data for crackle and dc_perlin. -Place OpenCL versions of these functions in the FunctionMapper class in the EmberCL project. -Add new Singleton class that uses CRTP, is thread safe, and deletes after the last reference goes away. This fixes the usual "delete after main()" problem with singletons that use the static local function variable pattern. -Began saving files with AStyle autoformatter turned on. This will eventually touch all files as they are worked on. -Add missing backslash to CUDA include and library paths for builds on Nvidia systems. -Add missing gl.h include for Windows. -Remove glew include paths from Fractorium, it's not used. -Remove any Nvidia specific #defines and build targets, they are no longer needed with OpenCL 1.2. -Fix bad paths on linux build. -General cleanup.
765 lines
27 KiB
C++
765 lines
27 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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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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/// </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 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 or jpg</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="channels">The number of channels, 3 or 4.</param>
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/// <param name="bpc">The bytes per channel, almost always 1.</param>
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void FractoriumEmberControllerBase::SaveCurrentRender(const QString& filename, const EmberImageComments& comments, vector<byte>& pixels, size_t width, size_t height, size_t channels, size_t bpc)
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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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uint i, j;
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byte* data = nullptr;
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vector<byte> 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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//Ensure dimensions are valid.
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if (pixels.size() < (width * height * channels * bpc))
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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;
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}
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data = pixels.data();//Png and channels == 4.
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if ((suffix == "jpg" || suffix == "bmp") && channels)
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{
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RgbaToRgb(pixels, 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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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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{
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m_Fractorium->ShowCritical("Save Failed", "Unrecognized format " + suffix + ", not saving.", true);
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return;
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}
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if (b)
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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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}
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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 (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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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 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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GLWidget* gl = m_Fractorium->ui.GLDisplay;
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RendererCL<T, float>* rendererCL = nullptr;
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if (!m_GLController->SizesMatch())
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{
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m_GLController->ClearWindow();
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gl->SetDimensions(m_Ember.m_FinalRasW, m_Ember.m_FinalRasH);
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gl->Allocate();
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gl->SetViewport();
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if (m_Renderer->RendererType() == 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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m_Rendering = true;
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bool success = true;
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GLWidget* gl = m_Fractorium->ui.GLDisplay;
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RendererCL<T, float>* rendererCL = nullptr;
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eProcessAction qualityAction, action;
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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 = 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() == 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() == 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 != 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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//Ensure sizes are equal and if not, update dimensions.
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if (SyncSizes())
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{
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action = 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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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 || m_Fractorium->m_Settings->ContinuousUpdate())) == 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() == OPENCL_RENDERER)
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{
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if (m_SubBatchCount < (4 * m_Devices.size()))//More than 3 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() == ACCUM_DONE)
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{
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EmberStats stats = m_Renderer->Stats();
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QString iters = ToString<qulonglong>(stats.m_Iters);
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QString scaledQuality = ToString(uint(m_Renderer->ScaledQuality()));
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string renderTime = m_RenderElapsedTimer.Format(m_RenderElapsedTimer.Toc());
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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() == 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 = ToString<qulonglong>(stats.m_Badvals);
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QString badPercent = QLocale::system().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 anywhere but the end of the undo list, then did a manual edit, so clear the undo list.
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{
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Ember<T> ember(m_UndoList[m_UndoIndex]);
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ClearUndo();
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m_UndoList.push_back(ember);
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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(true);
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m_Fractorium->ui.ActionRedo->setEnabled(false);
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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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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 because the output will be forced.
|
|
//Update it on finish because the rendering process is completely done.
|
|
if (iterBegin || ProcessState() == ACCUM_DONE)
|
|
{
|
|
if (m_FinalImage.size() == m_Renderer->FinalBufferSize())//Make absolutely sure the correct amount of data is passed.
|
|
gl->update();
|
|
|
|
//gl->repaint();
|
|
//m_Fractorium->update();
|
|
//m_Fractorium->ui.GLParentScrollArea->update();
|
|
//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//Something went very wrong, show error report.
|
|
{
|
|
vector<string> errors = m_Renderer->ErrorReport();
|
|
success = false;
|
|
m_FailedRenders++;
|
|
m_Fractorium->m_RenderStatusLabel->setText("Rendering failed, see info tab. Try changing parameters.");
|
|
m_Fractorium->ErrorReportToQTextEdit(errors, m_Fractorium->ui.InfoRenderingTextEdit);
|
|
m_Renderer->ClearErrorReport();
|
|
|
|
if (m_FailedRenders >= 3)
|
|
{
|
|
m_Rendering = false;
|
|
StopRenderTimer(true);
|
|
m_Fractorium->m_RenderStatusLabel->setText("Rendering failed 3 or more times, stopping all rendering, see info tab. Try changing renderer types.");
|
|
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() == ACCUM_DONE)
|
|
QThread::msleep(1);
|
|
|
|
//QApplication::processEvents();
|
|
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="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 shared)
|
|
{
|
|
bool ok = true;
|
|
FractoriumSettings* s = m_Fractorium->m_Settings;
|
|
GLWidget* gl = m_Fractorium->ui.GLDisplay;
|
|
|
|
if (!m_Renderer.get() || (m_Renderer->RendererType() != renderType) || !Equal(m_Devices, devices))
|
|
{
|
|
EmberReport emberReport;
|
|
vector<string> errorReport;
|
|
DeleteRenderer();//Delete the renderer and refresh the textures.
|
|
//Before starting, must take care of allocations.
|
|
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();
|
|
m_Shared = shared;
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
|
|
if (m_Renderer.get())
|
|
{
|
|
m_RenderType = m_Renderer->RendererType();
|
|
|
|
if (m_RenderType == OPENCL_RENDERER)
|
|
{
|
|
auto val = 30 * 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);
|
|
}
|
|
else
|
|
{
|
|
m_Fractorium->m_QualitySpin->DoubleClickZero(10);
|
|
m_Fractorium->m_QualitySpin->DoubleClickNonZero(10);
|
|
|
|
if (m_Fractorium->m_QualitySpin->value() > 10)
|
|
m_Fractorium->m_QualitySpin->setValue(10);
|
|
}
|
|
|
|
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;
|
|
m_Fractorium->ShowCritical("Renderer Creation Error", "Creating a basic CPU renderer failed, something is catastrophically wrong. Exiting program.");
|
|
QApplication::quit();
|
|
}
|
|
|
|
return ok;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Wrapper to stop the timer, shutdown the controller and recreate, then restart the controller and renderer from the options.
|
|
/// </summary>
|
|
void Fractorium::ShutdownAndRecreateFromOptions()
|
|
{
|
|
//First completely stop what the current rendering process is doing.
|
|
m_Controller->Shutdown();
|
|
StartRenderTimer();//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>
|
|
/// <returns>True if nothing went wrong, else false.</returns>
|
|
bool Fractorium::CreateRendererFromOptions()
|
|
{
|
|
bool ok = true;
|
|
bool useOpenCL = m_Info->Ok() && m_Settings->OpenCL();
|
|
auto v = Devices(m_Settings->Devices());
|
|
|
|
//The most important option to process is what kind of renderer is desired, so do it first.
|
|
if (!m_Controller->CreateRenderer((useOpenCL && !v.empty()) ? OPENCL_RENDERER : CPU_RENDERER, v))
|
|
{
|
|
//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_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 elementSize =
|
|
#ifdef DO_DOUBLE
|
|
m_Settings->Double() ? sizeof(double) :
|
|
#endif
|
|
sizeof(float);
|
|
|
|
if (!m_Controller.get() || (m_Controller->SizeOfT() != elementSize))
|
|
{
|
|
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;
|
|
//Replace below with this once LLVM fixes a crash in their compiler with default lambda parameters.//TODO
|
|
//m_Controller->CopyEmber(ed);
|
|
//m_Controller->CopyEmberFile(efd);
|
|
#ifdef DO_DOUBLE
|
|
m_Controller->CopyEmber(ed, [&](Ember<double>& ember) { });
|
|
m_Controller->CopyEmberFile(efd, [&](Ember<double>& ember) { });
|
|
#else
|
|
m_Controller->CopyEmber(ed, [&](Ember<float>& ember) { });
|
|
m_Controller->CopyEmberFile(efd, [&](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())
|
|
{
|
|
ed.m_Palette = tempPalette;//Restore base temp palette. Adjustments will be then be applied and stored back in in m_Ember.m_Palette below.
|
|
m_Controller->SetEmber(ed);//Convert float to double or set double verbatim. This will assign m_Ember.m_Palette (which was just tempPalette) to m_TempPalette.
|
|
m_Controller->SetEmberFile(efd);
|
|
//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_Controller->PaletteAdjust();//Applies the adjustments to temp and saves in m_Ember.m_Palette, then fills in the palette preview widget.
|
|
//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());
|
|
}
|
|
}
|
|
|
|
return m_Controller.get();
|
|
}
|
|
|
|
/// <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 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
|