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#pragma once
#include <QMutex>
#include <QImage>
#include "SyntopiaCore/Math/Vector3.h"
namespace SyntopiaCore {
namespace GLEngine {
using namespace SyntopiaCore::Math;
class ProgressiveOutput {
public:
ProgressiveOutput(int w, int h) : w(w), h(h) {
mutex = new QMutex();
colors = new Vector3f[w*h];
weights = new double[w*h];
for (int x = 0; x < w; x++) {
for (int y = 0; y < h; y++) {
colors[x+y*w] = Vector3f(0,0,0);
weights[x+y*w] = 0.0;
}
}
}
~ProgressiveOutput() {
delete mutex;
delete[] colors;
delete[] weights;
}
void addIteration(Vector3f* newColors, double* newWeights) {
mutex->lock();
for (int x = 0; x < w; x++) {
for (int y = 0; y < h; y++) {
colors[x+y*w] = colors[x+y*w] + newColors[x+y*w];
weights[x+y*w] = weights[x+y*w] + newWeights[x+y*w];
}
}
mutex->unlock();
};
void addColumn(int x, Vector3f* newColors) {
mutex->lock();
for (int y = 0; y < h; y++) {
colors[x+y*w] = colors[x+y*w] + newColors[y];
weights[x+y*w] = 1.0;
}
mutex->unlock();
};
// This function is responsible for tonemapping and gamma-conversion.
// I prefer not converting to sRGB encode
// and a simply clipping functions works better than an 'exposure'-simulation
int encode(float c, float /*exposure*/)
{
// Enable below for sRGB encoding
/*
float out = 1.0f - expf(c * exposure);
if (out <= 0.0031308f)
{
out = 12.92f * out;
}
else
{
out = 1.055f * powf(out, 0.4166667f) - 0.055f; // Inverse gamma 2.4
}
float out = 1.0f - expf(c * exposure);
out = powf(c, 1);
*/
if (c>1) c = 1; // Simple clipping...
c *= 255;
return (int)c;
}
QImage getImage() {
QImage im(w,h, QImage::Format_RGB32);
//mutex->lock();
float exposure = -2;
for (int y = 0; y < h; y++) {
QRgb* s = (QRgb*) im.scanLine(y);
for (int x = 0; x < w; x++) {
Vector3f c = colors[x+y*w]/weights[x+y*w];
*s = qRgb(encode(c.x(),exposure), encode(c.y(),exposure), encode(c.z(),exposure));
s++;
//im.setPixel(x,y,qRgb(c.x()*255, c.y()*255, c.z()*255));
}
}
//mutex->unlock();
return im;
}
private:
int w;
int h;
Vector3f* colors;
double* weights;
QMutex* mutex;
};
}
}
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