#include "Afterglow.h" #include "Heatmap_Utils.h" #include "Plottable_Real_Time_Data.h" #include "../render/Blend2D_Cache.h" #include "../renderable/Render_Partition.h" #include #include namespace renderive { namespace detail { namespace { using Afterglow_History = Plottable_History_Real_Time_Data, std::deque>>; struct Afterglow_Render_Frame { Adaptive_Render_Partitioner partitioner; Axis_Raster_Layout layout; std::vector intensity; std::vector pixels; int source_width{}; int source_height{}; int active_partitions{1}; double maximum{1.0}; std::size_t work_size{}; bool valid{}; }; } struct Afterglow_Control::Impl { Impl(Afterglow_Control& owner, std::shared_ptr frequency, std::shared_ptr power) : frequency_axis(std::move(frequency)), power_axis(std::move(power)), history(owner) {} std::shared_ptr frequency_axis; std::shared_ptr power_axis; Afterglow_History history; Afterglow_Render_Frame render_frame; }; Afterglow_Control::Afterglow_Control(Plot_Core& plot, const Afterglow_Properties& properties, std::shared_ptr frequency_axis, std::shared_ptr power_axis) : Plottable_State(plot, properties), impl_(std::make_unique(*this, std::move(frequency_axis), std::move(power_axis))) {} Afterglow_Control::~Afterglow_Control() = default; std::size_t Afterglow_Control::history_count() const { return impl_->history.size(); } std::size_t Afterglow_Control::latest_spectrum_point_count() const { const auto history = impl_->history.snapshot(); return history.empty() ? 0 : history.back().size(); } std::size_t Afterglow_Control::rendered_cell_count() const { const auto state = properties(); const auto history = impl_->history.snapshot(); if (history.empty()) return 0; const int width = std::min(state.frequency_point_size.get(), static_cast(history.back().size())); const int height = state.power_point_size.get() > 0 ? state.power_point_size.get() : std::max(1, static_cast(impl_->power_axis->transform().pixel_length)); return width > 0 && height > 0 ? static_cast(width) * static_cast(height) : 0; } void Afterglow_Control::append_spectrum(std::span values) { if (get<&Afterglow_Properties::frequency_point_size>() <= 0) set<&Afterglow_Properties::frequency_point_size>(static_cast(values.size())); impl_->history.update({values.begin(), values.end()}, 64); changed(); } void Afterglow_Control::append_spectrum(std::pmr::vector&& values) { append_spectrum(std::span(values.data(), values.size())); } void Afterglow_Control::publish() { publish_properties(); } void Afterglow_Control::build_paint_task_graph(Renderable_Task_Graph& graph) { auto& output = impl_->render_frame; const auto view = render_state_view(); const auto& state = render_properties(view); const auto& history = view.get(impl_->history); const int width = history.empty() ? 0 : std::min(state.frequency_point_size.get(), static_cast(history.back().size())); const int height = state.power_point_size.get() > 0 ? state.power_point_size.get() : std::max(1, static_cast(impl_->power_axis->transform(view).pixel_length)); const std::size_t work_size = width > 0 && height > 0 ? static_cast(width) * static_cast(height) : 0; const int partition_count = output.partitioner.graph_partition_count( state.partition_mode, state.partition_count.get(), static_cast(Scene_Base::task_executor_worker_count()), work_size, 4096); const auto prepare = graph.emplace([this, partition_count](const Scene_Render_Context&) { prepare_render_frame(render_state_view(), partition_count); }, "prepare afterglow"); std::vector accumulation; accumulation.reserve(static_cast(partition_count)); for (int index = 0; index < partition_count; ++index) { const auto task = graph.emplace( [this, index](const Scene_Render_Context&) { accumulate_partition(render_state_view(), index); }, "accumulate afterglow partition " + std::to_string(index + 1)); graph.precede(prepare, task); accumulation.push_back(task); } const auto normalize = graph.emplace([this](const Scene_Render_Context&) { normalize_render_frame(); }, "normalize afterglow"); for (const auto task : accumulation) graph.precede(task, normalize); std::vector coloring; coloring.reserve(static_cast(partition_count)); for (int index = 0; index < partition_count; ++index) { const auto task = graph.emplace( [this, index](const Scene_Render_Context&) { color_partition(render_state_view(), index); }, "color afterglow partition " + std::to_string(index + 1)); graph.precede(normalize, task); coloring.push_back(task); } const auto paint_image = add_paint_task( graph, "paint afterglow shared image", [this](Painter& painter, const Render_State_View& frame_view, const Scene_Render_Context& context) { paint_render_frame(painter, frame_view, context.frame_control_state.next_refresh_interval_ns); }); for (const auto task : coloring) graph.precede(task, paint_image); } void Afterglow_Control::prepare_render_frame(const Render_State_View& view, int graph_partition_count) { const auto& state = render_properties(view); const auto& history = view.get(impl_->history); auto& output = impl_->render_frame; output.valid = false; output.work_size = 0; if (history.empty()) return; const int width = std::min(state.frequency_point_size.get(), static_cast(history.back().size())); const int height = state.power_point_size.get() > 0 ? state.power_point_size.get() : std::max(1, static_cast(impl_->power_axis->transform(view).pixel_length)); if (width <= 0 || height <= 0) return; const auto layout = axis_raster_layout(impl_->frequency_axis->transform(view), impl_->power_axis->transform(view), state.frequency_range, state.power_range, width, height); if (!layout.valid()) return; output.layout = layout; output.source_width = width; output.source_height = height; output.work_size = static_cast(width) * height; output.intensity.resize(output.work_size); output.pixels.resize(output.work_size); output.active_partitions = output.partitioner.begin(graph_partition_count, output.work_size); output.valid = true; } void Afterglow_Control::accumulate_partition(const Render_State_View& view, int partition_index) { auto& output = impl_->render_frame; if (!output.valid || partition_index >= output.active_partitions) return; const auto& state = render_properties(view); const auto& history = view.get(impl_->history); const auto columns = render_partition_range(static_cast(output.source_width), partition_index, output.active_partitions); for (std::size_t x = columns.first; x < columns.last; ++x) for (int y = 0; y < output.source_height; ++y) output.intensity[static_cast(y) * output.source_width + x] = 0.0; double weight = 1.0; const double decay = 1.0 - state.attenuation_rate.get(); for (auto iterator = history.rbegin(); iterator != history.rend(); ++iterator) { const std::size_t count = std::min(output.source_width, iterator->size()); for (std::size_t x = columns.first; x < std::min(columns.last, count); ++x) { const double normalized = normalized_value((*iterator)[x], state.power_range); const int y = std::clamp(static_cast(normalized * (output.source_height - 1)), 0, output.source_height - 1); output.intensity[static_cast(y) * output.source_width + x] += weight; if (state.interpolate && y + 1 < output.source_height) output.intensity[static_cast(y + 1) * output.source_width + x] += weight * 0.35; } weight *= decay; if (weight < 0.01) break; } } void Afterglow_Control::normalize_render_frame() { auto& output = impl_->render_frame; if (output.valid) output.maximum = std::max(1.0, *std::max_element(output.intensity.begin(), output.intensity.end())); } void Afterglow_Control::color_partition(const Render_State_View& view, int partition_index) { auto& output = impl_->render_frame; if (!output.valid || partition_index >= output.active_partitions) return; const auto& state = render_properties(view); const auto range = render_partition_range(output.work_size, partition_index, output.active_partitions); for (std::size_t cell = range.first; cell < range.last; ++cell) { const int y = static_cast(cell / static_cast(output.source_width)); const int x = static_cast(cell % static_cast(output.source_width)); output.pixels[output.layout.index(x, y, output.source_width, output.source_height)] = state.color_map.at_normalized(output.intensity[cell] / output.maximum); } } void Afterglow_Control::paint_render_frame(Painter& painter, const Render_State_View& view, std::uint64_t frame_interval_ns) { auto& output = impl_->render_frame; if (!output.valid) return; painter.heatmap(output.layout.target, output.layout.width, output.layout.height, output.pixels, Image_Interpolation_Mode::Bilinear); const auto& state = render_properties(view); if (output.partitioner.finish( state.partition_mode, output.active_partitions, frame_interval_ns, static_cast(Scene_Base::task_executor_worker_count()), output.work_size, 4096)) task_graph_changed(); } void Afterglow_Control::paint(Painter& painter, const Render_State_View& view) { prepare_render_frame(view, 1); accumulate_partition(view, 0); normalize_render_frame(); color_partition(view, 0); paint_render_frame(painter, view, 0); } } }