File: view.h

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/*******************************************************************************
 * view.h
 *
 * ---------------------------------------------------------------------------
 * Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
 * Copyright 1991-2013 Persistence of Vision Raytracer Pty. Ltd.
 *
 * POV-Ray is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Affero General Public License as
 * published by the Free Software Foundation, either version 3 of the
 * License, or (at your option) any later version.
 *
 * POV-Ray 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 Affero General Public License for more details.
 *
 * You should have received a copy of the GNU Affero General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 * ---------------------------------------------------------------------------
 * POV-Ray is based on the popular DKB raytracer version 2.12.
 * DKBTrace was originally written by David K. Buck.
 * DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
 * ---------------------------------------------------------------------------
 * $File: //depot/public/povray/3.x/source/backend/scene/view.h $
 * $Revision: #1 $
 * $Change: 6069 $
 * $DateTime: 2013/11/06 11:59:40 $
 * $Author: chrisc $
 *******************************************************************************/

#ifndef POVRAY_BACKEND_VIEW_H
#define POVRAY_BACKEND_VIEW_H

#include <vector>

#include "base/povmscpp.h"
#include "base/types.h"
#include "backend/povray.h"
#include "backend/support/taskqueue.h"
#include "backend/scene/camera.h"
#include "backend/scene/scene.h"
#include "backend/control/renderbackend.h"
#include "backend/lighting/photons.h"
#include "backend/lighting/radiosity.h"

#include "povrayold.h" //TODO

namespace pov
{

using namespace pov_base;

class Renderer;

class View;
class Scene;

class ViewData;
class SceneData;
class ViewThreadData;

class RTRData
{
	public:
		RTRData(ViewData& v, int mrt);
		~RTRData();

		/// wait for other threads to complete the current frame. returns the new camera if it's to change.
		const Camera *CompletedFrame();
		/// number of frames rendered in real-time raytracing mode
		unsigned int numRTRframes;
		/// this holds the pixels rendered in real-time-raytracing mode
		vector<POVMSFloat> rtrPixels;
		/// the number of render threads to wait for
		int numRenderThreads;
		/// the number of render threads that have completed the current RTR frame
		volatile int numRenderThreadsCompleted;

	private:
		ViewData& viewData;
		boost::mutex counterMutex;
		boost::mutex eventMutex;
		boost::condition event;
		int width;
		int height;
		unsigned int numPixelsCompleted;
};

/**
 *	ViewData class representing holding view specific data.
 *	For private use by View and Renderer classes only!
 *	Unlike scene data, dependencies on direct access to
 *	view specific data members has been removed, and as
 *	such there are no public members but only accessor
 *	methods. Please do not add public data members!!!
 */
class ViewData
{
		// View needs access to the private view data constructor as well
		// as some private data in order to initialise it properly!
		friend class View;
	public:
		/**
		 *  Container for information about a rectangle to be retained between passes.
		 *  To be subclasses by trace tasks.
		 */
		class BlockInfo
		{
			public:
				virtual ~BlockInfo() {} // need to have a virtual member so we can use dynamic_cast
		};

		/**
		 *  Get the next sub-rectangle of the view to render (if any).
		 *  This method is called by the render threads when they have
		 *  completed rendering one block and are ready to start rendering
		 *  the next block.
		 *  @param  rect            Rectangle to render.
		 *  @param  serial          Rectangle serial number.
		 *  @return                 True if there is another rectangle to be dispatched, false otherwise.
		 */
		bool GetNextRectangle(POVRect& rect, unsigned int& serial);

		/**
		 *  Get the next sub-rectangle of the view to render (if any).
		 *  This method is called by the render threads when they have
		 *  completed rendering one block and are ready to start rendering
		 *  the next block.
		 *  Avoids rectangles with certain offsets from busy rectangles.
		 *  @param  rect            Rectangle to render.
		 *  @param  serial          Rectangle serial number.
		 *  @param  blockInfo       Additional information about the rectangle.
		 *                          NULL if the block is being dispatched for the first time.
		 *  @param  stride          Avoid-Busy stride. If this value is non-zero, any blocks following a busy block
		 *                          with an offset of a multiple of this value will not be dispatched until the busy block
		 *                          has been completed.
		 *  @return                 True if there is another rectangle ready to be dispatched, false otherwise.
		 */
		bool GetNextRectangle(POVRect& rect, unsigned int& serial, BlockInfo*& blockInfo, unsigned int stride);

		/**
		 *  Called to (fully or partially) complete rendering of a specific sub-rectangle of the view.
		 *  The pixel data is sent to the frontend and pixel progress information
		 *  is updated and sent to the frontend.
		 *  @param  rect            Rectangle just completed.
		 *  @param  serial          Serial number of rectangle just completed.
		 *  @param  pixels          Pixels of completed rectangle.
		 *  @param  size            Size of each pixel (width and height).
		 *  @param  final           Mark the block as completely rendered for continue-trace.
		 *  @param  completion      Approximate contribution of current pass to completion of this rectangle.
		 *  @param  blockInfo       Pointer to additional information about the rectangle. If this value is non-NULL,
		 *                          the rectangle will be scheduled to be re-dispatched for another pass, and the
		 *                          data passed to whichever rendering thread the rectangle will be re-dispatched to.
		 *                          If this value is NULL, the rectangle will not be re-dispatched.
		 */
		void CompletedRectangle(const POVRect& rect, unsigned int serial, const vector<Colour>& pixels, unsigned int size, bool final, float completion = 1.0, BlockInfo* blockInfo = NULL);

		/**
		 *  Called to (fully or partially) complete rendering of a specific sub-rectangle of the view.
		 *  The pixel data is sent to the frontend and pixel progress information
		 *  is updated and sent to the frontend.
		 *  @param  rect            Rectangle just completed.
		 *  @param  serial          Serial number of rectangle just completed.
		 *  @param  positions       Pixel positions within rectangle.
		 *  @param  colors          Pixel colors for each pixel position.
		 *  @param  size            Size of each pixel (width and height).
		 *  @param  final           Mark the block as completely rendered for continue-trace.
		 *  @param  completion      Approximate contribution of current pass to completion of this rectangle.
		 *  @param  blockInfo       Pointer to additional information about the rectangle. If this value is non-NULL,
		 *                          the rectangle will be scheduled to be re-dispatched for another pass, and the
		 *                          data passed to whichever rendering thread the rectangle will be re-dispatched to.
		 *                          If this value is NULL, the rectangle will not be re-dispatched.
		 */
		void CompletedRectangle(const POVRect& rect, unsigned int serial, const vector<Vector2d>& positions, const vector<Colour>& colors, unsigned int size, bool final, float completion = 1.0, BlockInfo* blockInfo = NULL);

		/**
		 *  Called to (fully or partially) complete rendering of a specific sub-rectangle of the view without updating pixel data.
		 *  Pixel progress information is updated and sent to the frontend.
		 *  @param  rect            Rectangle just completed.
		 *  @param  serial          Serial number of rectangle just completed.
		 *  @param  completion      Approximate contribution of current pass to completion of this rectangle.
		 *  @param  blockInfo       Pointer to additional information about the rectangle. If this value is non-NULL,
		 *                          the rectangle will be scheduled to be re-dispatched for another pass, and the
		 *                          data passed to whichever rendering thread the rectangle will be re-dispatched to.
		 *                          If this value is NULL, the rectangle will not be re-dispatched.
		 */
		void CompletedRectangle(const POVRect& rect, unsigned int serial, float completion = 1.0, BlockInfo* blockInfo = NULL);

		/**
		 *  Set the blocks not to generate with GetNextRectangle because they have
		 *  already been rendered.
		 *  @param  bsl             Block serial numbers to skip.
		 *  @param  fs              First block to start with checking with serial number.
		 */
		void SetNextRectangle(const std::set<unsigned int>& bsl, unsigned int fs);

		/**
		 *  Get width of view in pixels.
		 *  @return                 Width in pixels.
		 */
		inline unsigned int GetWidth() const { return width; }

		/**
		 *  Get height of view in pixels.
		 *  @return                 Height in pixels.
		 */
		inline unsigned int GetHeight() const { return height; }

		/**
		 *  Get area of view to be rendered in pixels.
		 *  @return                 Area rectangle in pixels.
		 */
		inline const POVRect& GetRenderArea() const { return renderArea; }

		/**
		 *  Get the camera for this view.
		 *  @return                 Current camera.
		 */
		inline const Camera& GetCamera() const { return camera; }

		/**
		 *  Get the scene data for this view.
		 *  @return                 Scene data.
		 */
		inline shared_ptr<SceneData>& GetSceneData() { return sceneData; }

		/**
		 *  Get the view id for this view.
		 *  @return                 View id.
		 */
		inline RenderBackend::ViewId GetViewId() { return viewId; } // TODO FIXME - more like a hack, need a better way to do this

		/**
		 *  Get the highest trace level found when last rendering this view.
		 *  @return                 Highest trace level found so far.
		 */
		unsigned int GetHighestTraceLevel();

		/**
		 *  Set the highest trace level found while rendering this view.
		 *  @param  htl				Highest trace level found so far.
		 */
		void SetHighestTraceLevel(unsigned int htl);

		/**
		 *  Get the render qualitiy features to use when rendering this view.
		 *  @return                 Quality feature flags.
		 */
		 unsigned int GetQualityFeatureFlags();

		/**
		 *  Get the radiosity cache.
		 *  @return                 Radiosity cache.
		 */
		 RadiosityCache& GetRadiosityCache();

		/**
		 *  Get the value of the real-time raytracing option
		 *  @return                 true if RTR was requested in render options
		 */
		 bool GetRealTimeRaytracing() { return realTimeRaytracing; }

		/**
		 *  Return a pointer to the real-time raytracing data
		 *  @return                 pointer to instance of class RTRData, or NULL if RTR is not enabled
		 */
		 RTRData *GetRTRData() { return rtrData; }

	private:

		struct BlockPostponedEntry {
			unsigned int blockId;
			unsigned int pass;
			BlockPostponedEntry(unsigned int id, unsigned int p) : blockId(id), pass(p) {}
		};

		/// pixels pending
		volatile unsigned int pixelsPending;
		/// pixels completed
		volatile unsigned int pixelsCompleted;
		/// Next block counter for algorithm to distribute parts of the scene to render threads.
		/// @note   Blocks with higher serial numbers may be dispatched out-of-order for certain reasons;
		///         in that case, the dispatched block must be entered into @c blockSkipList instead of
		///         advancing this variable.
		/// @note   When advancing this variable, the new value should be checked against @c blockSkipList;
		///         if the value is in the list, it should be removed, and this variable advanced again,
		///         repeating the process until a value is reached that is not found in @c blockSkipList.
		volatile unsigned int nextBlock;
		/// next block counter mutex
		boost::mutex nextBlockMutex;
		/// set data mutex
		boost::mutex setDataMutex;
		/// Whether all blocks have been dispatched at least once.
		bool completedFirstPass;
		/// highest reached trace level
		unsigned int highestTraceLevel;
		/// width of view
		unsigned int width;
		/// height of view
		unsigned int height;
		/// width of view in blocks
		unsigned int blockWidth;
		/// height of view in blocks
		unsigned int blockHeight;
		/// width and height of a block
		unsigned int blockSize;
		/// List of blocks already rendered out-of-order.
		/// This list holds the serial numbers of all blocks ahead of nextBlock
		/// that have already been rendered in a previous aborted render now being continued.
		std::set<unsigned int> blockSkipList;
		/// list of blocks currently rendering
		std::set<unsigned int> blockBusyList;
		/// list of blocks postponed for some reason
		std::set<unsigned int> blockPostponedList;
		/// list of additional block information
		vector<BlockInfo*> blockInfoList;
		/// area of view to be rendered
		POVRect renderArea;
		/// camera of this view
		Camera camera;
		/// generated radiosity data
		RadiosityCache radiosityCache;
		/// scene data
		shared_ptr<SceneData> sceneData;
		/// view id
		RenderBackend::ViewId viewId;

		/// true if real-time raytracing is requested (experimental feature)
		bool realTimeRaytracing;
		/// data specifically associated with the RTR feature
		RTRData *rtrData;

		/// functions to compute the X & Y block
		void getBlockXY(const unsigned int nb, unsigned int &x, unsigned int &y);

		/// pattern number to use for rendering
		unsigned int renderPattern;

		/// adjusted step size for renderering (using clock arithmetic)
		unsigned int renderBlockStep;

		QualitySettings qualitySettings; // TODO FIXME - put somewhere else or split up

		/**
		 *  Create view data.
		 *  @param  sd              Scene data associated with the view data.
		 */
		ViewData(shared_ptr<SceneData> sd);

		/**
		 *  Destructor.
		 */
		~ViewData();
};

/**
 *	View class representing an view with a specific camera
 *	being rendered.
 */
class View
{
		// Scene needs access to the private view constructor!
		friend class Scene;
	public:
		/**
		 *  Destructor. Rendering will be stopped as necessary.
		 */
		~View();

		/**
		 *  Render the view with the specified options. Be
		 *  aware that this method is asynchronous! Threads
		 *  will be started to perform the parsing and this
		 *  method will return. The frontend is notified by
		 *  messages of the state of rendering and all warnings
		 *  and errors found.
		 *  Options shall be in a kPOVObjectClass_RenderOptions
		 *  POVMS obect, which is created when parsing the INI
		 *  file or command line in the frontend.
		 *  @param  renderOptions   Render options to use.
		 */
		void StartRender(POVMS_Object& renderOptions);

		/**
		 *  Stop rendering. Rendering may take a few seconds to
		 *  stop. Internally stopping is performed by throwing
		 *  an exception at well-defined points.
		 *  If rendering is not in progress, no action is taken.
		 */
		void StopRender();

		/**
		 *  Pause rendering. Rendering may take a few seconds to
		 *  pause. Internally pausing is performed by checking
		 *  flag at well-defined points, and if it is true, a
		 *  loop will repeatedly set the render threads to sleep
		 *  for a few milliseconds until the pause flag is
		 *  cleared again or rendering is stopped.
		 *  If rendering is not in progress, no action is taken.
		 */
		void PauseRender();

		/**
		 *  Resume rendering that has previously been stopped.
		 *  If rendering is not paussed, no action is taken.
		 */
		void ResumeRender();

		/**
		 *  Determine if any render thread is currently running.
		 *  @return                 True if any is running, false otherwise.
		 */
		bool IsRendering();

		/**
		 *  Determine if rendering is paused. The rendering is considered
		 *  paused if at least one render thread is paused.
		 *  @return                 True if paused, false otherwise.
		 */
		bool IsPaused();

		/**
		 *  Determine if a previously run render thread failed.
		 *  @return                 True if failed, false otherwise.
		 */
		bool Failed();

		/**
		 *  Get the current render statistics for the view.
		 *  Note that this will query each thread, compute the total
		 *  and return it.
		 *  @param  rect            On return, the current statistics.
		 */
		void GetStatistics(POVMS_Object& renderStats);
	private:
		/// running and pending render tasks for this view
		TaskQueue renderTasks;
		/// view thread data (i.e. statistics)
		vector<ViewThreadData *> viewThreadData;
		/// view data
		ViewData viewData;
		/// stop request flag
		bool stopRequsted;
		/// render control thread
		boost::thread *renderControlThread;
		/// BSP tree mailbox
		BSPTree::Mailbox mailbox;

		/// not available
		View();

		/// not available
		View(const View&);

		/**
		 *  Create an view and associate a scene's data with it.
		 *  @param  sd              Scene data to be associated with the view.
		 *  @param  width           Width of view in pixels.
		 *  @param  height          Height of view in pixels.
		 *  @param  vid             Id of this view to include with
		 *                          POVMS messages sent to the frontend.
		 */
		explicit View(shared_ptr<SceneData> sd, unsigned int width, unsigned int height, RenderBackend::ViewId vid);

		/// not available
		View& operator=(const View&);

		/**
		 *  Dispatch any shutdown messages appropriate at the end of rendering a view (e.g. max_gradient).
		 *  @param  taskq           The task queue that executed this method.
		 */
		void DispatchShutdownMessages(TaskQueue&);

		/**
		 *  Send the render statistics upon completion of a render.
		 *  @param  taskq           The task queue that executed this method.
		 */
		void SendStatistics(TaskQueue& taskq);

		/**
		 *  Set the blocks not to generate with GetNextRectangle because they have
		 *  already been rendered.
		 *  @param  taskq           The task queue that executed this method.
		 *  @param  bsl             Block serial numbers to skip.
		 *  @param  fs              First block to start with checking with serial number.
		 */
		void SetNextRectangle(TaskQueue& taskq, shared_ptr<std::set<unsigned int> > bsl, unsigned int fs);

		/**
		 *  Thread controlling the render task queue.
		 */
		void RenderControlThread();

		/**
		 *  Checks whether or not the point (camera origin) is within a hollow object.
		 *  returns true if so. comes in two versions, one for manual iteration of
		 *  the object list, and one for a bounding tree.
		 */
		bool CheckCameraHollowObject(const VECTOR point); // TODO - comment incomplete - consider moving elsewhere [trf]
		bool CheckCameraHollowObject(const VECTOR point, const BBOX_TREE *node); // TODO - comment missing - consider moving elsewhere [trf]
};

}

#endif // POVRAY_BACKEND_VIEW_H