/// <summary> /// Redraws the whole image. /// </summary> private void RenderImage() { Cursor.Current = Cursors.WaitCursor; EnableRendering(false); width = ImageWidth; if (width <= 0) { width = panel1.Width; } height = ImageHeight; if (height <= 0) { height = panel1.Height; } superSampling = (int)numericSupersampling.Value; outputImage = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); IRayScene scene = FormSupport.getScene(textParam.Text); // scene prototype IImageFunction imf = FormSupport.getImageFunction(scene); imf.Width = width; imf.Height = height; IRenderer rend = FormSupport.getRenderer(imf); 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(outputImage, 0, 0, width, height); sw.Stop(); labelElapsed.Text = string.Format("Elapsed: {0:f1}s", 1.0e-3 * sw.ElapsedMilliseconds); pictureBox1.Image = outputImage; EnableRendering(true); Cursor.Current = Cursors.Default; }
/// <summary> /// Main animation rendering thread. /// Initializes worker threads and collects the results. /// </summary> protected void RenderAnimation() { Cursor.Current = Cursors.WaitCursor; int threads = Environment.ProcessorCount; int t; // thread ordinal number WorkerThreadInit[] wti = new WorkerThreadInit[threads]; for (t = 0; t < threads; t++) { IRayScene sc = FormSupport.getScene(textParam.Text); IImageFunction imf = FormSupport.getImageFunction(sc); imf.Width = width; imf.Height = height; IRenderer r = FormSupport.getRenderer(imf); r.Width = width; r.Height = height; r.Adaptive = 0; // turn off adaptive bitmap synthesis completely (interactive preview not needed) r.ProgressData = progress; wti[t] = new WorkerThreadInit(r, sc as ITimeDependent, imf as ITimeDependent, width, height); } initQueue(); sem = new Semaphore(0, 10 * threads); // pool of working threads: Thread[] pool = new Thread[threads]; for (t = 0; t < threads; t++) { pool[t] = new Thread(new ParameterizedThreadStart(RenderWorker)); } for (t = threads; --t >= 0;) { pool[t].Start(wti[t]); } // loop for collection of computed frames: int frames = 0; int lastDisplayedFrame = -1; const long DISPLAY_GAP = 10000L; long lastDisplayedTime = -DISPLAY_GAP; Stopwatch sw = new Stopwatch(); sw.Start(); while (true) { sem.WaitOne(); // wait until a frame is finished lock ( progress ) // regular finish, escape, user break? { if (!progress.Continue || time >= end && frames >= frameNumber) { break; } } // there could be a frame to process: Result r; lock ( queue ) { if (queue.Count == 0) { continue; } r = queue.Dequeue(); } // GUI progress indication: double seconds = 1.0e-3 * sw.ElapsedMilliseconds; double fps = ++frames / seconds; SetText(string.Format(CultureInfo.InvariantCulture, "Frames (mt{0}): {1} ({2:f0} s, {3:f2} fps)", threads, frames, seconds, fps)); if (r.frameNumber > lastDisplayedFrame && sw.ElapsedMilliseconds > lastDisplayedTime + DISPLAY_GAP) { lastDisplayedFrame = r.frameNumber; lastDisplayedTime = sw.ElapsedMilliseconds; SetImage((Bitmap)r.image.Clone()); } // save the image file: string fileName = string.Format("out{0:0000}.png", r.frameNumber); r.image.Save(fileName, System.Drawing.Imaging.ImageFormat.Png); r.image.Dispose(); } for (t = 0; t < threads; t++) { pool[t].Join(); pool[t] = null; } Cursor.Current = Cursors.Default; StopAnimation(); }
/// <summary> /// Main animation rendering thread. /// Initializes worker threads and collects the results. /// </summary> protected void RenderAnimation() { Cursor.Current = Cursors.WaitCursor; int threads = Environment.ProcessorCount; int t; // thread ordinal number int superSampling = (int)numericSupersampling.Value; double minTime = (double)numFrom.Value; double maxTime = (double)numTo.Value; double fps = (double)numFps.Value; WorkerThreadInit[] wti = new WorkerThreadInit[threads]; // 1. preprocessing - compute simulation, animation data, etc. FormSupport.getScene( true, out _, out _, ref ActualWidth, ref ActualHeight, ref superSampling, ref minTime, ref maxTime, ref fps, textParam.Text); for (t = 0; t < threads; t++) { // 2. initialize data for regular frames (using the pre-computed context). IRayScene sc = FormSupport.getScene( false, out IImageFunction imf, out IRenderer rend, ref ActualWidth, ref ActualHeight, ref superSampling, ref minTime, ref maxTime, ref fps, textParam.Text); if (t == 0) { // Update GUI. if (ImageWidth > 0) // preserving default (form-size) resolution { ImageWidth = ActualWidth; ImageHeight = ActualHeight; UpdateResolutionButton(); } UpdateSupersampling(superSampling); UpdateAnimationTiming(minTime, maxTime, fps); } if (sc is ITimeDependent sca) { sc = (IRayScene)sca.Clone(); } // IImageFunction. if (imf == null) // not defined in the script { imf = FormSupport.getImageFunction(sc); } else if (imf is RayCasting imfray) { imfray.Scene = sc; } imf.Width = ActualWidth; imf.Height = ActualHeight; // IRenderer. if (rend == null) // not defined in the script { rend = FormSupport.getRenderer(superSampling); } rend.ImageFunction = imf; rend.Width = ActualWidth; rend.Height = ActualHeight; rend.Adaptive = 0; // turn off adaptive bitmap synthesis completely (interactive preview not needed) rend.ProgressData = progress; wti[t] = new WorkerThreadInit(rend, sc as ITimeDependent, imf as ITimeDependent, ActualWidth, ActualHeight); } // Update animation timing. time = minTime; end = maxTime; if (end <= time) { end = time + 1.0; } dt = (fps > 0.0) ? 1.0 / fps : 25.0; end += 0.5 * dt; frameNumber = 0; initQueue(); sem = new Semaphore(0, 10 * threads); // Pool of working threads. Thread[] pool = new Thread[threads]; for (t = 0; t < threads; t++) { pool[t] = new Thread(new ParameterizedThreadStart(RenderWorker)); } for (t = threads; --t >= 0;) { pool[t].Start(wti[t]); } // Loop for collection of computed frames. int frames = 0; int lastDisplayedFrame = -1; const long DISPLAY_GAP = 10000L; long lastDisplayedTime = -DISPLAY_GAP; Stopwatch sw = new Stopwatch(); sw.Start(); while (true) { sem.WaitOne(); // wait until a frame is finished lock (progress) // regular finish, escape, user break? { if (!progress.Continue || time >= end && frames >= frameNumber) { break; } } // There could be a frame to process. Result r; lock (queue) { if (queue.Count == 0) { continue; } r = queue.Dequeue(); } // GUI progress indication: double seconds = 1.0e-3 * sw.ElapsedMilliseconds; double cfps = ++frames / seconds; SetText(string.Format(CultureInfo.InvariantCulture, "Frames (mt{0}): {1} ({2:f0} s, {3:f2} fps)", threads, frames, seconds, cfps)); if (r.frameNumber > lastDisplayedFrame && sw.ElapsedMilliseconds > lastDisplayedTime + DISPLAY_GAP) { lastDisplayedFrame = r.frameNumber; lastDisplayedTime = sw.ElapsedMilliseconds; SetImage((Bitmap)r.image.Clone()); } // Save the image file. string fileName = string.Format("out{0:0000}.png", r.frameNumber); r.image.Save(fileName, System.Drawing.Imaging.ImageFormat.Png); r.image.Dispose(); } for (t = 0; t < threads; t++) { pool[t].Join(); pool[t] = null; } Cursor.Current = Cursors.Default; StopAnimation(); }
/// <summary> /// Redraws the whole image. /// </summary> private void RenderImage() { Cursor.Current = Cursors.WaitCursor; EnableRendering(false); ActualWidth = ImageWidth; if (ActualWidth <= 0) { ActualWidth = panel1.Width; } ActualHeight = ImageHeight; if (ActualHeight <= 0) { ActualHeight = panel1.Height; } superSampling = (int)numericSupersampling.Value; double minTime = (double)numFrom.Value; double maxTime = (double)numTo.Value; double fps = (double)numFps.Value; // 1. preprocessing - compute simulation, animation data, etc. _ = FormSupport.getScene( true, out _, out _, ref ActualWidth, ref ActualHeight, ref superSampling, ref minTime, ref maxTime, ref fps, textParam.Text); // 2. compute regular frame (using the pre-computed context). IRayScene scene = FormSupport.getScene( false, out IImageFunction imf, out IRenderer rend, ref ActualWidth, ref ActualHeight, ref superSampling, ref minTime, ref maxTime, ref fps, textParam.Text); // Update GUI. if (ImageWidth > 0) // preserving default (form-size) resolution { ImageWidth = ActualWidth; ImageHeight = ActualHeight; UpdateResolutionButton(); } UpdateSupersampling(superSampling); UpdateAnimationTiming(minTime, maxTime, fps); // IImageFunction. if (imf == null) // not defined in the script { imf = FormSupport.getImageFunction(scene); } else if (imf is RayCasting imfrc) { imfrc.Scene = scene; } imf.Width = ActualWidth; imf.Height = ActualHeight; // IRenderer. if (rend == null) // not defined in the script { rend = FormSupport.getRenderer(superSampling); } rend.ImageFunction = imf; rend.Width = ActualWidth; rend.Height = ActualHeight; rend.Adaptive = 0; rend.ProgressData = progress; progress.Continue = true; // Animation time has to be set. if (scene is ITimeDependent sc) { sc.Time = (double)numTime.Value; } // Output image. outputImage = new Bitmap(ActualWidth, ActualHeight, System.Drawing.Imaging.PixelFormat.Format24bppRgb); MT.InitThreadData(); Stopwatch sw = new Stopwatch(); sw.Start(); rend.RenderRectangle(outputImage, 0, 0, ActualWidth, ActualHeight); sw.Stop(); labelElapsed.Text = string.Format("Elapsed: {0:f1}s", 1.0e-3 * sw.ElapsedMilliseconds); pictureBox1.Image = outputImage; EnableRendering(true); Cursor.Current = Cursors.Default; }