mitsuba/src/qtgui/preview.cpp

639 lines
18 KiB
C++

/*
This file is part of Mitsuba, a physically based rendering system.
Copyright (c) 2007-2010 by Wenzel Jakob and others.
Mitsuba is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License Version 3
as published by the Free Software Foundation.
Mitsuba is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "glwidget.h"
#include "preview.h"
#include <mitsuba/core/timer.h>
PreviewThread::PreviewThread(Device *parentDevice, Renderer *parentRenderer)
: Thread("prev"), m_parentDevice(parentDevice), m_parentRenderer(parentRenderer),
m_context(NULL), m_quit(false) {
MTS_AUTORELEASE_BEGIN()
m_session = Session::create();
m_device = Device::create(m_session);
m_renderer = Renderer::create(m_session);
m_mutex = new Mutex();
m_queueCV = new ConditionVariable(m_mutex);
m_random = new Random();
m_bufferCount = 3;
m_queueEntryIndex = 0;
m_session->init();
m_timer = new Timer();
m_accumBuffer = NULL;
m_sleep = false;
m_started = new WaitFlag();
m_accumProgram = m_renderer->createGPUProgram("Accumulation program");
m_accumProgram->setSource(GPUProgram::EVertexProgram,
"void main() {\n"
" gl_Position = ftransform();\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n"
);
m_accumProgram->setSource(GPUProgram::EFragmentProgram,
"uniform sampler2D source1, source2;\n"
"void main() {\n"
" gl_FragColor = texture2D(source1, gl_TexCoord[0].xy) + \n"
" texture2D(source2, gl_TexCoord[0].xy);\n"
"}\n"
);
m_framebuffer = m_renderer->createGPUTexture("Framebuffer");
for (int i=0; i<m_bufferCount; ++i)
m_recycleQueue.push_back(PreviewQueueEntry(m_queueEntryIndex++));
MTS_AUTORELEASE_END()
}
PreviewThread::~PreviewThread() {
MTS_AUTORELEASE_BEGIN()
m_session->shutdown();
MTS_AUTORELEASE_END()
}
void PreviewThread::quit() {
if (!isRunning())
return;
std::vector<PreviewQueueEntry> temp;
temp.reserve(m_bufferCount);
/* Steal all buffers */
m_mutex->lock();
while (true) {
while (m_readyQueue.size() > 0) {
temp.push_back(m_readyQueue.back());
m_readyQueue.pop_back();
}
while (m_recycleQueue.size() > 0) {
temp.push_back(m_recycleQueue.back());
m_recycleQueue.pop_back();
}
if ((int) temp.size() == m_bufferCount)
break;
m_queueCV->wait();
}
/* Put back all buffers and disassociate */
for (size_t i=0; i<temp.size(); ++i) {
if (temp[i].buffer)
temp[i].buffer->disassociate();
m_recycleQueue.push_back(temp[i]);
}
m_quit = true;
m_queueCV->signal();
m_mutex->unlock();
/* Wait for the thread to terminate */
if (isRunning())
join();
}
void PreviewThread::setSceneContext(SceneContext *context, bool swapContext, bool motion) {
if (!isRunning())
return;
std::vector<PreviewQueueEntry> temp;
temp.reserve(m_bufferCount);
m_sleep = true;
m_mutex->lock();
/* Steal all buffers from the rendering
thread to make sure we get its attention :) */
while (true) {
while (m_readyQueue.size() > 0) {
temp.push_back(m_readyQueue.front());
m_readyQueue.pop_front();
}
while (m_recycleQueue.size() > 0) {
temp.push_back(m_recycleQueue.back());
m_recycleQueue.pop_back();
}
if ((int) temp.size() == m_bufferCount)
break;
m_queueCV->wait();
}
if (swapContext && m_context) {
m_context->vpls = m_vpls;
m_context->previewBuffer = temp[0];
if (m_context->previewBuffer.buffer)
m_context->previewBuffer.buffer->disassociate();
m_recycleQueue.push_back(PreviewQueueEntry(m_queueEntryIndex++));
/* Put back all buffers */
for (size_t i=1; i<temp.size(); ++i)
m_recycleQueue.push_back(temp[i]);
} else {
for (size_t i=0; i<temp.size(); ++i)
m_recycleQueue.push_back(temp[i]);
}
if (swapContext && context && context->previewBuffer.vplSampleOffset > 0) {
/* Resume from a stored state */
m_vplSampleOffset = context->previewBuffer.vplSampleOffset;
m_vpls = context->vpls;
m_accumBuffer = context->previewBuffer.buffer;
/* Take ownership of the buffer */
m_recycleQueue.push_back(context->previewBuffer);
context->previewBuffer.buffer = NULL;
context->previewBuffer.sync = NULL;
context->previewBuffer.vplSampleOffset = 0;
if (m_recycleQueue.size() > (size_t) m_bufferCount) {
PreviewQueueEntry entry = m_recycleQueue.front();
m_recycleQueue.pop_front();
if (entry.buffer) {
entry.buffer->disassociate();
entry.buffer->decRef();
}
if (entry.sync)
entry.sync->decRef();
}
} else {
/* Reset the VPL rendering progress */
m_vplSampleOffset = 0;
m_vpls.clear();
m_accumBuffer = NULL;
}
if (m_context != context)
m_minVPLs = 0;
m_vplsPerSecond = 0;
m_raysPerSecond = 0;
m_vplCount = 0;
m_timer->reset();
m_context = context;
if (m_context) {
Camera *camera = m_context->scene->getCamera();
m_camPos = camera->getPosition();
m_camViewTransform = camera->getViewTransform();
}
if (motion && !m_motion) {
emit statusMessage("");
m_minVPLs = 0;
}
m_motion = motion;
m_queueCV->signal();
m_mutex->unlock();
m_sleep = false;
}
void PreviewThread::resume() {
m_queueCV->signal();
}
PreviewQueueEntry PreviewThread::acquireBuffer(int ms) {
PreviewQueueEntry entry;
m_mutex->lock();
while (m_readyQueue.size() == 0) {
if (m_quit)
return entry;
if (!m_queueCV->wait(ms)) {
m_mutex->unlock();
return entry;
}
}
entry = m_readyQueue.front();
m_readyQueue.pop_front();
m_mutex->unlock();
if (m_context->previewMethod == ERayTrace ||
m_context->previewMethod == ERayTraceCoherent)
entry.buffer->refresh();
else if (m_useSync)
entry.sync->enqueueWait();
return entry;
}
void PreviewThread::releaseBuffer(PreviewQueueEntry &entry) {
m_mutex->lock();
if (m_motion)
m_readyQueue.push_front(entry);
else
m_recycleQueue.push_back(entry);
if (m_useSync)
entry.sync->cleanup();
m_queueCV->signal();
m_mutex->unlock();
}
void PreviewThread::run() {
MTS_AUTORELEASE_BEGIN()
bool initializedGraphics = false;
try {
m_device->init(m_parentDevice);
m_device->setVisible(false);
/* We have alrady seen this once */
m_renderer->setLogLevel(ETrace);
m_renderer->setWarnLogLevel(ETrace);
m_renderer->init(m_device, m_parentRenderer);
m_renderer->setLogLevel(EDebug);
m_renderer->setWarnLogLevel(EWarn);
m_started->set(true);
m_accumProgram->init();
m_accumProgramParam_source1 = m_accumProgram->getParameterID("source1");
m_accumProgramParam_source2 = m_accumProgram->getParameterID("source2");
m_useSync = m_renderer->getCapabilities()->isSupported(RendererCapabilities::ESyncObjects);
initializedGraphics = true;
while (true) {
PreviewQueueEntry target;
m_mutex->lock();
while (!(m_quit || (m_context != NULL && m_context->mode == EPreview
&& m_context->previewMethod != EDisabled
&& ((m_readyQueue.size() != 0 && !m_motion) || m_recycleQueue.size() != 0))))
m_queueCV->wait();
MTS_AUTORELEASE_END()
MTS_AUTORELEASE_BEGIN()
if (m_quit) {
m_mutex->unlock();
break;
} else if (m_recycleQueue.size() != 0) {
target = m_recycleQueue.front();
m_recycleQueue.pop_front();
} else if (m_readyQueue.size() != 0 && !m_motion) {
target = m_readyQueue.front();
m_readyQueue.pop_front();
} else {
Log(EError, "Internal error!");
}
if (m_motion && m_vplCount >= m_minVPLs && m_minVPLs != 0) {
/* The user is currently moving around, and a good enough
preview has already been rendered. Don't improve it to
avoid flicker */
m_recycleQueue.push_back(target);
m_queueCV->wait();
m_mutex->unlock();
continue;
}
m_mutex->unlock();
if (m_vplSampleOffset == 0)
m_accumBuffer = NULL;
const Film *film = m_context->scene->getFilm();
Point3i size(film->getSize().x, film->getSize().y, 1);
if (target.buffer == NULL || target.buffer->getSize() != size) {
target.buffer = m_renderer->createGPUTexture(formatString("Communication buffer %i", target.id));
target.buffer->setFormat(GPUTexture::EFloat32RGB);
target.buffer->setSize(size);
target.buffer->setFilterType(GPUTexture::ENearest);
target.buffer->setFrameBufferType(GPUTexture::EColorBuffer);
target.buffer->setMipMapped(false);
target.buffer->init();
target.buffer->incRef();
target.sync = m_renderer->createGPUSync();
target.sync->incRef();
m_renderer->finish();
}
if (m_context->previewMethod == EDisabled) {
/* Do nothing, fall asleep in the next iteration */
} else if (m_context->previewMethod == ERayTrace || m_context->previewMethod == ERayTraceCoherent) {
if (m_previewProc == NULL || m_previewProc->getScene() != m_context->scene)
m_previewProc = new PreviewProcess(m_context->scene, m_context->sceneResID, 32);
if (m_timer->getMilliseconds() > 1000) {
Float time = 1000 / (Float) m_timer->getMilliseconds();
Float vplCount = m_vplsPerSecond * time, rayCount = m_raysPerSecond * time / 1000000.0f;
if (!m_motion)
emit statusMessage(QString(formatString("%.1f VPLs, %.1f MRays/sec", vplCount, rayCount).c_str()));
m_vplsPerSecond = 0;
m_raysPerSecond = 0;
m_timer->reset();
}
if (m_vpls.empty())
m_vplSampleOffset = generateVPLs(m_context->scene, m_vplSampleOffset,
1, m_context->pathLength, m_vpls);
VPL vpl = m_vpls.front();
m_vpls.pop_front();
rtrtRenderVPL(target, vpl);
} else {
if (m_shaderManager == NULL || m_shaderManager->getScene() != m_context->scene) {
if (m_shaderManager) {
m_shaderManager->cleanup();
m_framebuffer->cleanup();
}
m_shaderManager = new VPLShaderManager(m_context->scene, m_renderer);
m_shaderManager->init();
m_framebuffer->setFormat(GPUTexture::EFloat32RGB);
m_framebuffer->setSize(size);
m_framebuffer->setFilterType(GPUTexture::ENearest);
m_framebuffer->setFrameBufferType(GPUTexture::EColorBuffer);
m_framebuffer->setMipMapped(false);
m_framebuffer->init();
}
m_shaderManager->setShadowMapResolution(m_context->shadowMapResolution);
m_shaderManager->setClamping(m_context->clamping);
m_shaderManager->setSinglePass(m_context->previewMethod == EOpenGLSinglePass);
m_shaderManager->setDiffuseSources(m_context->diffuseSources);
m_shaderManager->setDiffuseReceivers(m_context->diffuseReceivers);
if (m_timer->getMilliseconds() > 1000) {
Float count = m_vplsPerSecond / (Float) m_timer->getMilliseconds() * 1000;
if (!m_motion)
emit statusMessage(QString(formatString("%.1f VPLs/sec", count).c_str()));
m_vplsPerSecond = 0;
m_timer->reset();
}
if (m_vpls.empty())
m_vplSampleOffset = generateVPLs(m_context->scene, m_vplSampleOffset,
1, m_context->pathLength, m_vpls);
VPL vpl = m_vpls.front();
m_vpls.pop_front();
oglRenderVPL(target, vpl);
if (m_useSync)
target.sync->init();
}
m_mutex->lock();
m_vplsPerSecond++;
m_vplCount++;
if (m_minVPLs == 0) {
if (m_timer->getMilliseconds() > 50)
m_minVPLs = m_vplCount;
}
if (m_vplCount >= m_minVPLs && m_minVPLs > 0)
m_readyQueue.push_back(target);
else
m_recycleQueue.push_back(target);
m_queueCV->signal();
m_mutex->unlock();
if (m_sleep)
sleep(10);
}
} catch (std::exception &e) {
m_started->set(true);
Log(EWarn, "Caught an exception: %s", e.what());
emit caughtException(e.what());
}
if (initializedGraphics) {
if (m_shaderManager)
m_shaderManager->cleanup();
m_accumProgram->cleanup();
m_mutex->lock();
while (!m_readyQueue.empty()) {
PreviewQueueEntry &entry = m_readyQueue.back();
if (entry.buffer) {
entry.buffer->disassociate();
entry.buffer->decRef();
}
if (entry.sync)
entry.sync->decRef();
m_readyQueue.pop_back();
}
while (!m_recycleQueue.empty()) {
PreviewQueueEntry &entry = m_recycleQueue.back();
if (entry.buffer) {
entry.buffer->disassociate();
entry.buffer->decRef();
}
if (entry.sync)
entry.sync->decRef();
m_recycleQueue.pop_back();
}
m_renderer->shutdown();
m_device->shutdown();
m_mutex->unlock();
}
MTS_AUTORELEASE_END()
}
void PreviewThread::oglRenderVPL(PreviewQueueEntry &target, const VPL &vpl) {
const std::vector<const TriMesh *> meshes = m_shaderManager->getMeshes();
m_shaderManager->setVPL(vpl);
Point2 jitter(.5f, .5f);
if (!m_motion && !m_context->showKDTree)
jitter -= Vector2(m_random->nextFloat(), m_random->nextFloat());
m_mutex->lock();
const ProjectiveCamera *camera = static_cast<const ProjectiveCamera *>
(m_context->scene->getCamera());
Transform projectionTransform = camera->getGLProjectionTransform(jitter);
m_renderer->setCamera(projectionTransform.getMatrix(), m_camViewTransform.getMatrix());
Transform clipToWorld = m_camViewTransform.inverse()
* Transform::scale(Vector(1, 1, -1)) * projectionTransform.inverse();
target.vplSampleOffset = m_vplSampleOffset;
Point camPos = m_camPos;
m_mutex->unlock();
m_framebuffer->activateTarget();
m_framebuffer->clear();
m_renderer->beginDrawingMeshes();
for (size_t j=0; j<meshes.size(); j++) {
m_shaderManager->configure(vpl, meshes[j]->getBSDF(),
meshes[j]->getLuminaire(), camPos, !meshes[j]->hasVertexNormals());
m_renderer->drawTriMesh(meshes[j]);
m_shaderManager->unbind();
}
m_renderer->endDrawingMeshes();
if (m_context->showKDTree) {
oglRenderKDTree(m_context->scene->getKDTree());
const std::vector<Shape *> shapes = m_context->scene->getShapes();
for (size_t j=0; j<shapes.size(); ++j)
if (shapes[j]->getKDTree())
oglRenderKDTree(shapes[j]->getKDTree());
}
m_shaderManager->drawBackground(clipToWorld, camPos);
m_framebuffer->releaseTarget();
target.buffer->activateTarget();
m_renderer->setDepthMask(false);
m_renderer->setDepthTest(false);
m_framebuffer->bind(0);
if (m_accumBuffer == NULL) {
target.buffer->clear();
m_renderer->blitTexture(m_framebuffer, true);
} else {
m_accumBuffer->bind(1);
m_accumProgram->bind();
m_accumProgram->setParameter(m_accumProgramParam_source1, m_accumBuffer);
m_accumProgram->setParameter(m_accumProgramParam_source2, m_framebuffer);
m_renderer->blitQuad(true);
m_accumProgram->unbind();
m_accumBuffer->unbind();
}
m_framebuffer->unbind();
m_renderer->setDepthMask(true);
m_renderer->setDepthTest(true);
target.buffer->releaseTarget();
m_accumBuffer = target.buffer;
static int i=0;
if ((++i % 4) == 0 || m_motion) {
/* Don't let the queue get too large -- this makes
the whole system unresponsive */
m_renderer->finish();
} else {
if (m_useSync) {
m_renderer->flush();
} else {
/* No sync objects available - we have to wait
for everything to finish */
m_renderer->finish();
}
}
}
void PreviewThread::oglRenderKDTree(const KDTreeBase<AABB> *kdtree) {
std::stack<boost::tuple<const KDTreeBase<AABB>::KDNode *, AABB, uint32_t> > stack;
stack.push(boost::make_tuple(kdtree->getRoot(), kdtree->getTightAABB(), 0));
Float brightness = 10.0f;
while (!stack.empty()) {
const KDTreeBase<AABB>::KDNode *node = boost::get<0>(stack.top());
AABB aabb = boost::get<1>(stack.top());
int level = boost::get<2>(stack.top());
stack.pop();
m_renderer->setColor(Spectrum(brightness));
m_renderer->drawAABB(aabb);
if (!node->isLeaf()) {
int axis = node->getAxis();
float split = node->getSplit();
if (level + 1 <= m_context->shownKDTreeLevel) {
Float tmp = aabb.max[axis];
aabb.max[axis] = split;
stack.push(boost::make_tuple(node->getLeft(), aabb, level+1));
aabb.max[axis] = tmp;
aabb.min[axis] = split;
stack.push(boost::make_tuple(node->getRight(), aabb, level+1));
} else {
aabb.min[axis] = split;
aabb.max[axis] = split;
Spectrum color;
color.fromLinearRGB(0, 0, 2*brightness);
m_renderer->setColor(color);
m_renderer->drawAABB(aabb);
}
}
}
}
void PreviewThread::rtrtRenderVPL(PreviewQueueEntry &target, const VPL &vpl) {
Float nearClip = std::numeric_limits<Float>::infinity(),
farClip = -std::numeric_limits<Float>::infinity();
const int sampleCount = 200;
const Float invSampleCount = 1.0f/sampleCount;
Ray ray;
ray.o = vpl.its.p;
Intersection its;
for (int i=1; i<=sampleCount; ++i) {
Vector dir;
Point2 seed(i*invSampleCount, radicalInverse(2, i)); // Hammersley seq.
if (vpl.type == ESurfaceVPL || vpl.luminaire->getType() & Luminaire::EOnSurface)
dir = vpl.its.shFrame.toWorld(squareToHemispherePSA(seed));
else
dir = squareToSphere(seed);
ray.setDirection(dir);
if (m_context->scene->rayIntersect(ray, its)) {
nearClip = std::min(nearClip, its.t);
farClip = std::max(farClip, its.t);
}
}
Float minDist = nearClip + (farClip - nearClip) * m_context->clamping;
if (nearClip >= farClip) {
/* Unable to find any surface - just default values based on the scene size */
nearClip = 1e-3 * m_context->scene->getBSphere().radius;
farClip = 1e3 * m_context->scene->getBSphere().radius;
minDist = 0;
}
Point2 jitter(.5f, .5f);
if (!m_motion)
jitter = Point2(m_random->nextFloat(), m_random->nextFloat());
if (target.buffer->getBitmap() == NULL)
target.buffer->setBitmap(0, new Bitmap(target.buffer->getSize().x,
target.buffer->getSize().y, 96));
m_mutex->lock();
m_previewProc->configure(vpl, minDist, jitter,
m_accumBuffer ? m_accumBuffer->getBitmap() : NULL,
target.buffer->getBitmap(),
m_context->previewMethod == ERayTraceCoherent,
m_context->diffuseSources,
m_context->diffuseReceivers);
m_mutex->unlock();
ref<Scheduler> sched = Scheduler::getInstance();
sched->schedule(m_previewProc);
sched->wait(m_previewProc);
target.vplSampleOffset = m_vplSampleOffset;
m_raysPerSecond += m_previewProc->getRayCount();
m_accumBuffer = target.buffer;
}