Esempio n. 1
0
        /// <summary>
        /// Animation rendering prolog: prepare all the global (uniform) values, start the main thread.
        /// </summary>
        private void buttonRenderAnim_Click(object sender, EventArgs e)
        {
            if (aThread != null)
            {
                return;
            }

            buttonRenderAnim.Enabled = false;
            buttonRender.Enabled     = false;
            buttonRes.Enabled        = false;
            buttonStop.Enabled       = true;
            lock ( progress )
            {
                progress.Continue = true;
            }

            // Global animation properties (it's safe to access GUI components here):
            time = (double)numFrom.Value;
            end  = (double)numTo.Value;
            if (end <= time)
            {
                end = time + 1.0;
            }
            double fps = (double)numFps.Value;

            dt          = (fps > 0.0) ? 1.0 / fps : 25.0;
            end        += 0.5 * dt;
            frameNumber = 0;

            width = ImageWidth;
            if (width <= 0)
            {
                width = panel1.Width;
            }
            height = ImageHeight;
            if (height <= 0)
            {
                height = panel1.Height;
            }
            superSampling = (int)numericSupersampling.Value;

            if (scene == null)
            {
                scene = FormSupport.getScene();         // scene prototype
            }
            // Start main rendering thread:
            aThread = new Thread(new ThreadStart(this.RenderAnimation));
            aThread.Start();
        }
Esempio n. 2
0
        /// <summary>
        /// Redraws the whole image.
        /// </summary>
        private void RenderImage()
        {
            Cursor.Current = Cursors.WaitCursor;

            buttonRender.Enabled     = false;
            buttonRenderAnim.Enabled = false;
            buttonRes.Enabled        = false;

            width = ImageWidth;
            if (width <= 0)
            {
                width = panel1.Width;
            }
            height = ImageHeight;
            if (height <= 0)
            {
                height = panel1.Height;
            }
            superSampling = (int)numericSupersampling.Value;
            Bitmap newImage = new Bitmap(width, height, PixelFormat.Format24bppRgb);

            if (scene == null)
            {
                scene = FormSupport.getScene();         // scene prototype
            }
            IImageFunction imf = FormSupport.getImageFunction(scene);

            imf.Width  = width;
            imf.Height = height;

            IRenderer rend = FormSupport.getRenderer(imf, superSampling);

            rend.Width        = width;
            rend.Height       = height;
            rend.Adaptive     = 0;
            rend.ProgressData = progress;
            progress.Continue = true;

            // animation:
            ITimeDependent sc = scene as ITimeDependent;

            if (sc != null)
            {
                sc.Time = (double)numTime.Value;
            }
            MT.InitThreadData();

            Stopwatch sw = new Stopwatch();

            sw.Start();

            rend.RenderRectangle(newImage, 0, 0, width, height);

            sw.Stop();
            labelElapsed.Text = string.Format(CultureInfo.InvariantCulture, "Elapsed: {0:f1}s",
                                              1.0e-3 * sw.ElapsedMilliseconds);

            setImage(ref outputImage, newImage);

            buttonRender.Enabled     = true;
            buttonRenderAnim.Enabled = true;
            buttonRes.Enabled        = true;

            Cursor.Current = Cursors.Default;
        }
Esempio n. 3
0
        /// <summary>
        /// Worker thread (picks up individual frames and renders them one by one).
        /// </summary>
        protected void RenderWorker()
        {
            // thread-specific data:
            ITimeDependent mySceneTD = scene as ITimeDependent;
            IRayScene      myScene   = (mySceneTD == null) ? scene : (IRayScene)mySceneTD.Clone();

            mySceneTD = myScene as ITimeDependent;
            MT.InitThreadData();

            IImageFunction imf = FormSupport.getImageFunction(myScene);

            imf.Width  = width;
            imf.Height = height;

            IRenderer rend = FormSupport.getRenderer(imf, superSampling);

            rend.Width        = width;
            rend.Height       = height;
            rend.Adaptive     = 0;          // turn off adaptive bitmap synthesis completely (interactive preview not needed)
            rend.ProgressData = progress;

            // worker loop:
            while (true)
            {
                double myTime;
                int    myFrameNumber;

                lock ( progress )
                {
                    if (!progress.Continue ||
                        time > end)
                    {
                        sem.Release();      // chance for the main animation thread to give up as well..
                        return;
                    }

                    // got a frame to compute:
                    myTime        = time;
                    time         += dt;
                    myFrameNumber = frameNumber++;
                }

                // set up the new result record:
                Result r = new Result();
                r.image       = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
                r.frameNumber = myFrameNumber;

                // set specific time to my scene:
                if (mySceneTD != null)
                {
                    mySceneTD.Time = myTime;
                }

                // render the whole frame:
                rend.RenderRectangle(r.image, 0, 0, width, height);

                // ... and put the result into the output queue:
                lock ( queue )
                {
                    queue.Enqueue(r);
                }
                sem.Release();              // notify the main animation thread
            }
        }