blender/intern/elbeem/intern/ntl_world.cpp
Daniel Genrich e089c5a976 Bugfix [#33467] Fluid Simulations Speed factor animated wrong result
Thanks to Brecht for providing a patch and example blend.
I changed and extended it a bit since there was another bug in that loop.
2012-12-11 13:02:42 +00:00

935 lines
30 KiB
C++

/** \file elbeem/intern/ntl_world.cpp
* \ingroup elbeem
*/
/******************************************************************************
*
* El'Beem - Free Surface Fluid Simulation with the Lattice Boltzmann Method
* Copyright 2003-2006 Nils Thuerey
*
* Main renderer class
*
*****************************************************************************/
#include <sys/stat.h>
#include <sstream>
#include "utilities.h"
#include "ntl_world.h"
#include "parametrizer.h"
// for non-threaded renderViz
#ifndef NOGUI
#include "../gui/ntl_openglrenderer.h"
#include "../gui/guifuncs.h"
#include "../gui/frame.h"
#endif
/* external parser functions from cfgparser.cxx */
#ifndef ELBEEM_PLUGIN
/* parse given file as config file */
void parseFile(string filename);
/* set pointers for parsing */
void setPointers( ntlRenderGlobals *setglob);
#endif // ELBEEM_PLUGIN
/******************************************************************************
* Constructor
*****************************************************************************/
ntlWorld::ntlWorld() {
initDefaults();
}
ntlWorld::ntlWorld(string filename, bool commandlineMode)
{
#ifndef ELBEEM_PLUGIN
initDefaults();
# ifdef NOGUI
commandlineMode = true; // remove warning...
# endif // NOGUI
// load config
setPointers( getRenderGlobals() );
parseFile( filename.c_str() );
# ifndef NOGUI
// setup opengl display, save first animation step for start time
// init after parsing file...
if(!commandlineMode) {
mpOpenGLRenderer = new ntlOpenGLRenderer( mpGlob );
}
# endif // NOGUI
finishWorldInit();
#else // ELBEEM_PLUGIN
errFatal("ntlWorld::init","Cfg file parsing not supported for API version! "<<filename<<" "<<commandlineMode, SIMWORLD_INITERROR);
#endif // ELBEEM_PLUGIN
}
int globalDomainCounter = 1;
int ntlWorld::addDomain(elbeemSimulationSettings *settings)
{
// create domain obj
SimulationObject *sim = new SimulationObject();
char simname[100];
snprintf(simname,100,"domain%04d",globalDomainCounter);
globalDomainCounter++;
sim->setName(string(simname));
mpGlob->getSims()->push_back( sim );
// important - add to both, only render scene objects are free'd
mpGlob->getRenderScene()->addGeoClass( sim );
mpGlob->getSimScene()->addGeoClass( sim );
sim->setGeoStart(ntlVec3Gfx(settings->geoStart[0],settings->geoStart[1],settings->geoStart[2]));
sim->setGeoEnd(ntlVec3Gfx(
settings->geoStart[0]+settings->geoSize[0],
settings->geoStart[1]+settings->geoSize[1],
settings->geoStart[2]+settings->geoSize[2] ));
// further init in postGeoConstrInit/initializeLbmSimulation of SimulationObject
sim->copyElbeemSettings(settings);
Parametrizer *param = sim->getParametrizer();
param->setSize( settings->resolutionxyz );
param->setDomainSize( settings->realsize );
param->setAniStart( settings->animStart );
param->setNormalizedGStar( settings->gstar );
// init domain channels
vector<ParamFloat> valf;
vector<ParamVec> valv;
vector<double> time;
#define INIT_CHANNEL_FLOAT(channel,size) \
valf.clear(); time.clear(); elbeemSimplifyChannelFloat(channel,&size); \
for(int i=0; i<size; i++) { valf.push_back( channel[2*i+0] ); time.push_back( channel[2*i+1] ); }
#define INIT_CHANNEL_VEC(channel,size) \
valv.clear(); time.clear(); elbeemSimplifyChannelVec3(channel,&size); \
for(int i=0; i<size; i++) { valv.push_back( ParamVec(channel[4*i+0],channel[4*i+1],channel[4*i+2]) ); time.push_back( channel[4*i+3] ); }
param->setViscosity( settings->viscosity );
if((settings->channelViscosity)&&(settings->channelSizeViscosity>0)) {
INIT_CHANNEL_FLOAT(settings->channelViscosity, settings->channelSizeViscosity);
param->initViscosityChannel(valf,time); }
param->setGravity( ParamVec(settings->gravity[0], settings->gravity[1], settings->gravity[2]) );
if((settings->channelGravity)&&(settings->channelSizeGravity>0)) {
INIT_CHANNEL_VEC(settings->channelGravity, settings->channelSizeGravity);
param->initGravityChannel(valv,time); }
param->setAniFrameTimeChannel( settings->aniFrameTime );
if((settings->channelFrameTime)&&(settings->channelSizeFrameTime>0)) {
INIT_CHANNEL_FLOAT(settings->channelFrameTime, settings->channelSizeFrameTime);
param->initAniFrameTimeChannel(valf,time); }
#undef INIT_CHANNEL_FLOAT
#undef INIT_CHANNEL_VEC
// might be set by previous domain
if(mpGlob->getAniFrames() < settings->noOfFrames) mpGlob->setAniFrames( settings->noOfFrames );
// set additionally to SimulationObject->mOutFilename
mpGlob->setOutFilename( settings->outputPath );
return 0;
}
void ntlWorld::initDefaults()
{
mStopRenderVisualization = false;
mThreadRunning = false;
mSimulationTime = 0.0;
mFirstSim = 1;
mSingleStepDebug = false;
mFrameCnt = 0;
mSimFrameCnt = 0;
mpOpenGLRenderer = NULL;
/* create scene storage */
mpGlob = new ntlRenderGlobals();
mpLightList = new vector<ntlLightObject*>;
mpPropList = new vector<ntlMaterial*>;
mpSims = new vector<SimulationObject*>;
mpGlob->setLightList(mpLightList);
mpGlob->setMaterials(mpPropList);
mpGlob->setSims(mpSims);
/* init default material */
ntlMaterial *def = GET_GLOBAL_DEFAULT_MATERIAL;
mpPropList->push_back( def );
/* init the scene object */
ntlScene *renderscene = new ntlScene( mpGlob, true );
mpGlob->setRenderScene( renderscene );
// sim scene shouldnt delete objs, may only contain subset
ntlScene *simscene = new ntlScene( mpGlob, false );
mpGlob->setSimScene( simscene );
}
void ntlWorld::finishWorldInit()
{
if(! isSimworldOk() ) return;
// init the scene for the first time
long sstartTime = getTime();
// first init sim scene for geo setup
mpGlob->getSimScene()->buildScene(0.0, true);
if(! isSimworldOk() ) return;
mpGlob->getRenderScene()->buildScene(0.0, true);
if(! isSimworldOk() ) return;
long sstopTime = getTime();
debMsgStd("ntlWorld::ntlWorld",DM_MSG,"Scene build time: "<< getTimeString(sstopTime-sstartTime) <<" ", 10);
// TODO check simulations, run first steps
mFirstSim = -1;
if(mpSims->size() > 0) {
// use values from first simulation as master time scale
long startTime = getTime();
// remember first active sim
for(size_t i=0;i<mpSims->size();i++) {
if(!(*mpSims)[i]->getVisible()) continue;
if((*mpSims)[i]->getPanic()) continue;
// check largest timestep
if(mFirstSim>=0) {
if( (*mpSims)[i]->getTimestep() > (*mpSims)[mFirstSim]->getTimestep() ) {
mFirstSim = i;
debMsgStd("ntlWorld::ntlWorld",DM_MSG,"First Sim changed: "<<i ,10);
}
}
// check any valid sim
if(mFirstSim<0) {
mFirstSim = i;
debMsgStd("ntlWorld::ntlWorld",DM_MSG,"First Sim: "<<i ,10);
}
}
if(mFirstSim>=0) {
debMsgStd("ntlWorld::ntlWorld",DM_MSG,"Anistart Time: "<<(*mpSims)[mFirstSim]->getStartTime() ,10);
while(mSimulationTime < (*mpSims)[mFirstSim]->getStartTime() ) {
debMsgStd("ntlWorld::ntlWorld",DM_MSG,"Anistart Time: "<<(*mpSims)[mFirstSim]->getStartTime()<<" simtime:"<<mSimulationTime ,10);
advanceSims(-1);
}
long stopTime = getTime();
debMsgStd("ntlWorld::ntlWorld",DM_MSG,"Time for start-sims:"<< getTimeString(stopTime-startTime) , 1);
#ifndef NOGUI
guiResetSimulationTimeRange( mSimulationTime );
#endif
} else {
if(!mpGlob->getSingleFrameMode()) debMsgStd("ntlWorld::ntlWorld",DM_WARNING,"No active simulations!", 1);
}
}
if(! isSimworldOk() ) return;
setElbeemState( SIMWORLD_INITED );
}
/******************************************************************************
* Destructor
*****************************************************************************/
ntlWorld::~ntlWorld()
{
delete mpGlob->getRenderScene();
delete mpGlob->getSimScene();
delete mpGlob;
// these get assigned to mpGlob but not freed there
delete mpLightList;
delete mpPropList; // materials
delete mpSims;
#ifndef NOGUI
if(mpOpenGLRenderer) delete mpOpenGLRenderer;
#endif // NOGUI
debMsgStd("ntlWorld",DM_NOTIFY, "ntlWorld done", 10);
}
/******************************************************************************/
/*! set single frame rendering to filename */
void ntlWorld::setSingleFrameOut(string singleframeFilename) {
mpGlob->setSingleFrameMode(true);
mpGlob->setSingleFrameFilename(singleframeFilename);
}
/******************************************************************************
* render a whole animation (command line mode)
*****************************************************************************/
int ntlWorld::renderAnimation( void )
{
// only single pic currently
//debMsgStd("ntlWorld::renderAnimation : Warning only simulating...",1);
if(mpGlob->getAniFrames() < 0) {
debMsgStd("ntlWorld::renderAnimation",DM_NOTIFY,"No frames to render... ",1);
return 1;
}
if(mFirstSim<0) {
debMsgStd("ntlWorld::renderAnimation",DM_NOTIFY,"No reference animation found...",1);
return 1;
}
mThreadRunning = true; // not threaded, but still use the same flags
if(getElbeemState() == SIMWORLD_INITED) {
renderScene();
} else if(getElbeemState() == SIMWORLD_STOP) {
// dont render now, just continue
setElbeemState( SIMWORLD_INITED );
mFrameCnt--; // counted one too many from last abort...
} else {
debMsgStd("ntlWorld::renderAnimation",DM_NOTIFY,"Not properly inited, stopping...",1);
return 1;
}
if(mpSims->size() <= 0) {
debMsgStd("ntlWorld::renderAnimation",DM_NOTIFY,"No simulations found, stopping...",1);
return 1;
}
bool simok = true;
for( ; ((mFrameCnt<mpGlob->getAniFrames()) && (!getStopRenderVisualization() ) && (simok)); mFrameCnt++) {
if(!advanceSims(mFrameCnt)) {
renderScene();
} // else means sim panicked, so dont render...
else { simok=false; }
}
mThreadRunning = false;
return 0;
}
/******************************************************************************
* render a whole animation (visualization mode)
* this function is run in another thread, and communicates
* with the parent thread via a mutex
*****************************************************************************/
int ntlWorld::renderVisualization( bool multiThreaded )
{
#ifndef NOGUI
if(getElbeemState() != SIMWORLD_INITED) { return 0; }
if(multiThreaded) mThreadRunning = true;
// TODO, check global state?
while(!getStopRenderVisualization()) {
if(mpSims->size() <= 0) {
debMsgStd("ntlWorld::renderVisualization",DM_NOTIFY,"No simulations found, stopping...",1);
stopSimulationThread();
break;
}
// determine stepsize
if(!mSingleStepDebug) {
long startTime = getTime();
advanceSims(mFrameCnt);
mFrameCnt++;
long stopTime = getTime();
debMsgStd("ntlWorld::renderVisualization",DM_MSG,"Time for t="<<mSimulationTime<<": "<< getTimeString(stopTime-startTime) <<" ", 10);
} else {
double targetTime = mSimulationTime + (*mpSims)[mFirstSim]->getTimestep();
singleStepSims(targetTime);
// check paniced sims (normally done by advanceSims
bool allPanic = true;
for(size_t i=0;i<mpSims->size();i++) {
if(!(*mpSims)[i]->getPanic()) allPanic = false;
}
if(allPanic) {
warnMsg("ntlWorld::advanceSims","All sims panicked... stopping thread" );
setStopRenderVisualization( true );
}
if(! isSimworldOk() ) {
warnMsg("ntlWorld::advanceSims","World state error... stopping" );
setStopRenderVisualization( true );
}
}
// save frame
if(mpOpenGLRenderer) mpOpenGLRenderer->saveAnimationFrame( mSimulationTime );
// for non-threaded check events
if(!multiThreaded) {
Fl::check();
gpElbeemFrame->SceneDisplay->doOnlyForcedRedraw();
}
}
mThreadRunning = false;
stopSimulationRestoreGui();
#else
multiThreaded = false; // remove warning
#endif
return 0;
}
/*! render a single step for viz mode */
int ntlWorld::singleStepVisualization( void )
{
mThreadRunning = true;
double targetTime = mSimulationTime + (*mpSims)[mFirstSim]->getTimestep();
singleStepSims(targetTime);
mSimulationTime = (*mpSims)[0]->getCurrentTime();
#ifndef NOGUI
if(mpOpenGLRenderer) mpOpenGLRenderer->saveAnimationFrame( mSimulationTime );
Fl::check();
gpElbeemFrame->SceneDisplay->doOnlyForcedRedraw();
mThreadRunning = false;
stopSimulationRestoreGui();
#else
mThreadRunning = false;
#endif // NOGUI
return 0;
}
// dont use LBM_EPSILON here, time is always double-precision!
#define LBM_TIME_EPSILON 1e-10
/******************************************************************************
* advance simulations by time t
*****************************************************************************/
int ntlWorld::advanceSims(int framenum)
{
bool done = false;
bool allPanic = true;
// stop/quit (abort), dont display/render
if(!isSimworldOk()) {
return 1;
}
for(size_t i=0;i<mpSims->size();i++) { (*mpSims)[i]->setFrameNum(framenum); }
// time stopped? nothing else to do...
if( (*mpSims)[mFirstSim]->getFrameTime(framenum) <= 0.0 ){
done=true; allPanic=false;
/* DG: Need to check for user cancel here (fix for [#30298]) */
(*mpSims)[mFirstSim]->checkCallerStatus(FLUIDSIM_CBSTATUS_STEP, 0);
}
// Prevent bug [#29186] Object contribute to fluid sim animation start earlier than keyframe
// Was: double targetTime = mSimulationTime + (*mpSims)[mFirstSim]->getFrameTime(framenum); - DG
double totalTime = 0.0, targetTime = 0.0;
for(size_t i = 0; i < mSimFrameCnt; i++)
{
/* We need an intermediate array "mSimFrameValue" because
otherwise if we don't start with starttime = 0,
the sim gets out of sync - DG */
totalTime += (*mpSims)[mFirstSim]->getFrameTime(mSimFrameValue[i]);
}
targetTime = totalTime + (*mpSims)[mFirstSim]->getFrameTime(framenum);
int gstate = 0;
myTime_t advsstart = getTime();
// step all the sims, and check for panic
debMsgStd("ntlWorld::advanceSims",DM_MSG, " sims "<<mpSims->size()<<" t"<<targetTime<<" done:"<<done<<" panic:"<<allPanic<<" gstate:"<<gstate, 10); // debug // timedebug
while(!done) {
double nextTargetTime = (*mpSims)[mFirstSim]->getCurrentTime() + (*mpSims)[mFirstSim]->getTimestep();
singleStepSims(nextTargetTime);
// check target times
done = true;
allPanic = false;
if((*mpSims)[mFirstSim]->getTimestep() <1e-9 ) {
// safety check, avoid timesteps that are too small
errMsg("ntlWorld::advanceSims","Invalid time step, causing panic! curr:"<<(*mpSims)[mFirstSim]->getCurrentTime()<<" next:"<<nextTargetTime<<", stept:"<< (*mpSims)[mFirstSim]->getTimestep() );
allPanic = true;
} else {
for(size_t i=0;i<mpSims->size();i++) {
if(!(*mpSims)[i]->getVisible()) continue;
if((*mpSims)[i]->getPanic()) allPanic = true; // do any panic now!?
debMsgStd("ntlWorld::advanceSims",DM_MSG, "Sim "<<i<<", currt:"<<(*mpSims)[i]->getCurrentTime()<<", nt:"<<nextTargetTime<<", panic:"<<(*mpSims)[i]->getPanic()<<", targett:"<<targetTime, 10); // debug // timedebug
}
}
if( (targetTime - (*mpSims)[mFirstSim]->getCurrentTime()) > LBM_TIME_EPSILON) done=false;
if(allPanic) done = true;
}
if(allPanic) {
warnMsg("ntlWorld::advanceSims","All sims panicked... stopping thread" );
setStopRenderVisualization( true );
return 1;
}
myTime_t advsend = getTime();
debMsgStd("ntlWorld::advanceSims",DM_MSG,"Overall steps so far took:"<< getTimeString(advsend-advsstart)<<" for sim time "<<targetTime, 4);
// finish step
for(size_t i=0;i<mpSims->size();i++) {
SimulationObject *sim = (*mpSims)[i];
if(!sim->getVisible()) continue;
if(sim->getPanic()) continue;
sim->prepareVisualization();
}
mSimFrameValue.push_back(framenum);
mSimFrameCnt++;
return 0;
}
/* advance simulations by a single step */
/* dont check target time, if *targetTime==NULL */
void ntlWorld::singleStepSims(double targetTime) {
const bool debugTime = false;
//double targetTime = mSimulationTime + (*mpSims)[mFirstSim]->getTimestep();
if(debugTime) errMsg("ntlWorld::singleStepSims","Target time: "<<targetTime);
for(size_t i=0;i<mpSims->size();i++) {
SimulationObject *sim = (*mpSims)[i];
if(!sim->getVisible()) continue;
if(sim->getPanic()) continue;
bool done = false;
while(!done) {
// try to prevent round off errs
if(debugTime) errMsg("ntlWorld::singleStepSims","Test sim "<<i<<" curt:"<< sim->getCurrentTime()<<" target:"<<targetTime<<" delta:"<<(targetTime - sim->getCurrentTime())<<" stept:"<<sim->getTimestep()<<" leps:"<<LBM_TIME_EPSILON ); // timedebug
if( (targetTime - sim->getCurrentTime()) > LBM_TIME_EPSILON) {
if(debugTime) errMsg("ntlWorld::singleStepSims","Stepping sim "<<i<<" t:"<< sim->getCurrentTime()); // timedebug
sim->step();
} else {
done = true;
}
}
}
mSimulationTime = (*mpSims)[mFirstSim]->getCurrentTime();
#ifndef NOGUI
if(mpOpenGLRenderer) mpOpenGLRenderer->notifyOfNextStep(mSimulationTime);
#endif // NOGUI
}
/******************************************************************************
* Render the current scene
* uses the global variables from the parser
*****************************************************************************/
int ntlWorld::renderScene( void )
{
#ifndef ELBEEM_PLUGIN
char nrStr[5]; // nr conversion
std::ostringstream outfn_conv(""); // converted ppm with other suffix
ntlRenderGlobals *glob; // storage for global rendering parameters
myTime_t timeStart,totalStart,timeEnd; // measure user running time
myTime_t rendStart,rendEnd; // measure user rendering time
glob = mpGlob;
// deactivate for all with index!=0
if((glob_mpactive)&&(glob_mpindex>0)) return(0);
/* check if picture already exists... */
if(!glob->getSingleFrameMode() ) {
snprintf(nrStr, 5, "%04d", glob->getAniCount() );
if(glob_mpactive) {
outfn_conv << glob->getOutFilename() <<"_"<<glob_mpindex<<"_" << nrStr << ".png"; /// DEBUG!
} else {
// ORG
outfn_conv << glob->getOutFilename() <<"_" << nrStr << ".png";
}
//if((mpGlob->getDisplayMode() == DM_RAY)&&(mpGlob->getFrameSkip())) {
if(mpGlob->getFrameSkip()) {
struct stat statBuf;
if(stat(outfn_conv.str().c_str(),&statBuf) == 0) {
errorOut("ntlWorld::renderscene Warning: file "<<outfn_conv.str()<<" already exists - skipping frame...");
glob->setAniCount( glob->getAniCount() +1 );
return(2);
}
} // RAY mode
} else {
// single frame rendering, overwrite if necessary...
outfn_conv << glob->getSingleFrameFilename();
}
/* start program */
timeStart = getTime();
/* build scene geometry, calls buildScene(t,false) */
glob->getRenderScene()->prepareScene(mSimulationTime);
/* start program */
totalStart = getTime();
/* view parameters are currently not animated */
/* calculate rays through projection plane */
ntlVec3Gfx direction = glob->getLookat() - glob->getEye();
/* calculate width of screen using perpendicular triangle diven by
* viewing direction and screen plane */
gfxReal screenWidth = norm(direction)*tan( (glob->getFovy()*0.5/180.0)*M_PI );
/* calculate vector orthogonal to up and viewing direction */
ntlVec3Gfx upVec = glob->getUpVec();
ntlVec3Gfx rightVec( cross(upVec,direction) );
normalize(rightVec);
/* calculate screen plane up vector, perpendicular to viewdir and right vec */
upVec = ntlVec3Gfx( cross(rightVec,direction) );
normalize(upVec);
/* check if vectors are valid */
if( (equal(upVec,ntlVec3Gfx(0.0))) || (equal(rightVec,ntlVec3Gfx(0.0))) ) {
errMsg("ntlWorld::renderScene","Invalid viewpoint vectors! up="<<upVec<<" right="<<rightVec);
return(1);
}
/* length from center to border of screen plane */
rightVec *= (screenWidth*glob->getAspect() * -1.0);
upVec *= (screenWidth * -1.0);
/* screen traversal variables */
ntlVec3Gfx screenPos; /* current position on virtual screen */
int Xres = glob->getResX(); /* X resolution */
int Yres = glob->getResY(); /* Y resolution */
ntlVec3Gfx rightStep = (rightVec/(Xres/2.0)); /* one step right for a pixel */
ntlVec3Gfx upStep = (upVec/(Yres/2.0)); /* one step up for a pixel */
/* anti alias init */
char showAAPic = 0;
int aaDepth = glob->getAADepth();
int aaLength;
if(aaDepth>=0) aaLength = (2<<aaDepth);
else aaLength = 0;
float aaSensRed = 0.1;
float aaSensGreen = 0.1;
float aaSensBlue = 0.1;
int aaArrayX = aaLength*Xres+1;
int aaArrayY = ( aaLength+1 );
ntlColor *aaCol = new ntlColor[ aaArrayX*aaArrayY ];
char *aaUse = new char[ aaArrayX*aaArrayY ];
/* picture storage */
int picX = Xres;
int picY = Yres;
if(showAAPic) {
picX = Xres *aaLength+1;
picY = Yres *aaLength+1;
}
ntlColor *finalPic = new ntlColor[picX * picY];
/* reset picture vars */
for(int j=0;j<aaArrayY;j++) {
for(int i=0;i<aaArrayX;i++) {
aaCol[j*aaArrayX+i] = ntlColor(0.0, 0.0, 0.0);
aaUse[j*aaArrayX+i] = 0;
}
}
for(int j=0;j<picY;j++) {
for(int i=0;i<picX;i++) {
finalPic[j*picX+i] = ntlColor(0.0, 0.0, 0.0);
}
}
/* loop over all y lines in screen, from bottom to top because
* ppm format wants 0,0 top left */
rendStart = getTime();
glob->setCounterShades(0);
glob->setCounterSceneInter(0);
for (int scanline=Yres ; scanline > 0 ; --scanline) {
debugOutInter( "ntlWorld::renderScene: Line "<<scanline<<
" ("<< ((Yres-scanline)*100/Yres) <<"%) ", 2, 2000 );
screenPos = glob->getLookat() + upVec*((2.0*scanline-Yres)/Yres)
- rightVec;
/* loop over all pixels in line */
for (int sx=0 ; sx < Xres ; ++sx) {
if((sx==glob->getDebugPixelX())&&(scanline==(Yres-glob->getDebugPixelY()) )) {
// DEBUG!!!
glob->setDebugOut(10);
} else glob->setDebugOut(0);
/* compute ray from eye through current pixel into scene... */
ntlColor col;
if(aaDepth<0) {
ntlVec3Gfx dir(screenPos - glob->getEye());
ntlRay the_ray(glob->getEye(), getNormalized(dir), 0, 1.0, glob );
/* ...and trace it */
col = the_ray.shade();
} else {
/* anti alias */
int ai,aj; /* position in grid */
int aOrg = sx*aaLength; /* grid offset x */
int currStep = aaLength; /* step size */
char colDiff = 1; /* do colors still differ too much? */
ntlColor minCol,maxCol; /* minimum and maximum Color Values */
minCol = ntlColor(1.0,1.0,1.0);
maxCol = ntlColor(0.0,0.0,0.0);
while((colDiff) && (currStep>0)) {
colDiff = 0;
for(aj = 0;aj<=aaLength;aj+= currStep) {
for(ai = 0;ai<=aaLength;ai+= currStep) {
/* shade pixel if not done */
if(aaUse[aj*aaArrayX +ai +aOrg] == 0) {
aaUse[aj*aaArrayX +ai +aOrg] = 1;
ntlVec3Gfx aaPos( screenPos +
(rightStep * (ai- aaLength/2)/(gfxReal)aaLength ) +
(upStep * (aj- aaLength/2)/(gfxReal)aaLength ) );
ntlVec3Gfx dir(aaPos - glob->getEye());
ntlRay the_ray(glob->getEye(), getNormalized(dir), 0, 1.0, glob );
/* ...and trace it */
ntlColor newCol= the_ray.shade();
aaCol[aj*aaArrayX +ai +aOrg]= newCol;
} /* not used? */
}
}
/* check color differences */
for(aj = 0;aj<aaLength;aj+= currStep) {
for(ai = 0;ai<aaLength;ai+= currStep) {
char thisColDiff = 0;
if(
(fabs(aaCol[aj*aaArrayX +ai +aOrg][0] -
aaCol[(aj+0)*aaArrayX +(ai+currStep) +aOrg][0])> aaSensRed ) ||
(fabs(aaCol[aj*aaArrayX +ai +aOrg][1] -
aaCol[(aj+0)*aaArrayX +(ai+currStep) +aOrg][1])> aaSensGreen ) ||
(fabs(aaCol[aj*aaArrayX +ai +aOrg][2] -
aaCol[(aj+0)*aaArrayX +(ai+currStep) +aOrg][2])> aaSensBlue ) ) {
thisColDiff = 1;
} else
if(
(fabs(aaCol[aj*aaArrayX +ai +aOrg][0] -
aaCol[(aj+currStep)*aaArrayX +(ai+0) +aOrg][0])> aaSensRed ) ||
(fabs(aaCol[aj*aaArrayX +ai +aOrg][1] -
aaCol[(aj+currStep)*aaArrayX +(ai+0) +aOrg][1])> aaSensGreen ) ||
(fabs(aaCol[aj*aaArrayX +ai +aOrg][2] -
aaCol[(aj+currStep)*aaArrayX +(ai+0) +aOrg][2])> aaSensBlue ) ) {
thisColDiff = 1;
} else
if(
(fabs(aaCol[aj*aaArrayX +ai +aOrg][0] -
aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg][0])> aaSensRed ) ||
(fabs(aaCol[aj*aaArrayX +ai +aOrg][1] -
aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg][1])> aaSensGreen ) ||
(fabs(aaCol[aj*aaArrayX +ai +aOrg][2] -
aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg][2])> aaSensBlue ) ) {
thisColDiff = 1;
}
//colDiff =1;
if(thisColDiff) {
/* set diff flag */
colDiff = thisColDiff;
for(int bj=aj;bj<=aj+currStep;bj++) {
for(int bi=ai;bi<=ai+currStep;bi++) {
if(aaUse[bj*aaArrayX +bi +aOrg]==2) {
//if(showAAPic)
aaUse[bj*aaArrayX +bi +aOrg] = 0;
}
}
}
} else {
/* set all values */
ntlColor avgCol = (
aaCol[(aj+0 )*aaArrayX +(ai+0 ) +aOrg] +
aaCol[(aj+0 )*aaArrayX +(ai+currStep) +aOrg] +
aaCol[(aj+currStep)*aaArrayX +(ai+0 ) +aOrg] +
aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg] ) *0.25;
for(int bj=aj;bj<=aj+currStep;bj++) {
for(int bi=ai;bi<=ai+currStep;bi++) {
if(aaUse[bj*aaArrayX +bi +aOrg]==0) {
aaCol[bj*aaArrayX +bi +aOrg] = avgCol;
aaUse[bj*aaArrayX +bi +aOrg] = 2;
}
}
}
} /* smaller values set */
}
}
/* half step size */
currStep /= 2;
} /* repeat until diff not too big */
/* get average color */
gfxReal colNum = 0.0;
col = ntlColor(0.0, 0.0, 0.0);
for(aj = 0;aj<=aaLength;aj++) {
for(ai = 0;ai<=aaLength;ai++) {
col += aaCol[aj*aaArrayX +ai +aOrg];
colNum += 1.0;
}
}
col /= colNum;
}
/* mark pixels with debugging */
if( glob->getDebugOut() > 0) col = ntlColor(0,1,0);
/* store pixel */
if(!showAAPic) {
finalPic[(scanline-1)*picX+sx] = col;
}
screenPos += rightStep;
} /* foreach x */
/* init aa array */
if(showAAPic) {
for(int j=0;j<=aaArrayY-1;j++) {
for(int i=0;i<=aaArrayX-1;i++) {
if(aaUse[j*aaArrayX +i]==1) finalPic[((scanline-1)*aaLength +j)*picX+i][0] = 1.0;
}
}
}
for(int i=0;i<aaArrayX;i++) {
aaCol[(aaArrayY-1)*aaArrayX+i] = aaCol[0*aaArrayX+i];
aaUse[(aaArrayY-1)*aaArrayX+i] = aaUse[0*aaArrayX+i];
}
for(int j=0;j<aaArrayY-1;j++) {
for(int i=0;i<aaArrayX;i++) {
aaCol[j*aaArrayX+i] = ntlColor(0.0, 0.0, 0.0);
aaUse[j*aaArrayX+i] = 0;
}
}
} /* foreach y */
rendEnd = getTime();
/* write png file */
{
int w = picX;
int h = picY;
unsigned rowbytes = w*4;
unsigned char *screenbuf, **rows;
screenbuf = (unsigned char*)malloc( h*rowbytes );
rows = (unsigned char**)malloc( h*sizeof(unsigned char*) );
unsigned char *filler = screenbuf;
// cutoff color values 0..1
for(int j=0;j<h;j++) {
for(int i=0;i<w;i++) {
ntlColor col = finalPic[j*w+i];
for (unsigned int cc=0; cc<3; cc++) {
if(col[cc] <= 0.0) col[cc] = 0.0;
if(col[cc] >= 1.0) col[cc] = 1.0;
}
*filler = (unsigned char)( col[0]*255.0 );
filler++;
*filler = (unsigned char)( col[1]*255.0 );
filler++;
*filler = (unsigned char)( col[2]*255.0 );
filler++;
*filler = (unsigned char)( 255.0 );
filler++; // alpha channel
}
}
for(int i = 0; i < h; i++) rows[i] = &screenbuf[ (h - i - 1)*rowbytes ];
writePng(outfn_conv.str().c_str(), rows, w, h);
}
// next frame
glob->setAniCount( glob->getAniCount() +1 );
// done
timeEnd = getTime();
char resout[1024];
snprintf(resout,1024, "NTL Done %s, frame %d/%d (took %s scene, %s raytracing, %s total, %d shades, %d i.s.'s)!\n",
outfn_conv.str().c_str(), (glob->getAniCount()), (glob->getAniFrames()+1),
getTimeString(totalStart-timeStart).c_str(), getTimeString(rendEnd-rendStart).c_str(), getTimeString(timeEnd-timeStart).c_str(),
glob->getCounterShades(),
glob->getCounterSceneInter() );
debMsgStd("ntlWorld::renderScene",DM_MSG, resout, 1 );
/* clean stuff up */
delete [] aaCol;
delete [] aaUse;
delete [] finalPic;
glob->getRenderScene()->cleanupScene();
if(mpGlob->getSingleFrameMode() ) {
debMsgStd("ntlWorld::renderScene",DM_NOTIFY, "Single frame mode done...", 1 );
return 1;
}
#endif // ELBEEM_PLUGIN
return 0;
}
/******************************************************************************
* renderglobals
*****************************************************************************/
/*****************************************************************************/
/* Constructor with standard value init */
ntlRenderGlobals::ntlRenderGlobals() :
mpRenderScene(NULL), mpSimScene(NULL),
mpLightList( NULL ), mpMaterials( NULL ), mpSims( NULL ),
mResX(320), mResY(200), mAADepth(-1), mMaxColVal(255),
mRayMaxDepth( 5 ),
mvEye(0.0,0.0,5.0), mvLookat(0.0,0.0,0.0), mvUpvec(0.0,1.0,0.0),
mAspect(320.0/200.0),
mFovy(45), mcBackgr(0.0,0.0,0.0), mcAmbientLight(0.0,0.0,0.0),
mDebugOut( 0 ),
mAniStart(0), mAniFrames( -1 ), mAniCount( 0 ),
mFrameSkip( 0 ),
mCounterRays( 0 ), mCounterShades( 0 ), mCounterSceneInter( 0 ),
mOutFilename( "pic" ),
mTreeMaxDepth( 30 ), mTreeMaxTriangles( 30 ),
mpOpenGlAttr(NULL),
mpBlenderAttr(NULL),
mTestSphereEnabled( false ),
mDebugPixelX( -1 ), mDebugPixelY( -1 ), mTestMode(false),
mSingleFrameMode(false), mSingleFrameFilename("")
//,mpRndDirections( NULL ), mpRndRoulette( NULL )
{
// create internal attribute list for opengl renderer
mpOpenGlAttr = new AttributeList("__ntlOpenGLRenderer");
mpBlenderAttr = new AttributeList("__ntlBlenderAttr");
};
/*****************************************************************************/
/* Destructor */
ntlRenderGlobals::~ntlRenderGlobals() {
if(mpOpenGlAttr) delete mpOpenGlAttr;
if(mpBlenderAttr) delete mpBlenderAttr;
}
/*****************************************************************************/
//! get the next random photon direction
//ntlVec3Gfx ntlRenderGlobals::getRandomDirection( void ) {
//return ntlVec3Gfx(
//(mpRndDirections->getGfxReal()-0.5),
//(mpRndDirections->getGfxReal()-0.5),
//(mpRndDirections->getGfxReal()-0.5) );
//}