fractorium/Source/Ember/Affine2D.cpp

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#include "EmberPch.h"
#include "Affine2D.h"
namespace EmberNs
{
/// <summary>
/// Default constructor which sets the matrix to the identity.
/// </summary>
template <typename T>
Affine2D<T>::Affine2D()
{
MakeID();
}
/// <summary>
/// Default copy constructor.
/// </summary>
/// <param name="affine">The Affine2D object to copy</param>
template <typename T>
Affine2D<T>::Affine2D(const Affine2D<T>& affine)
{
Affine2D<T>::operator=<T>(affine);
}
/// <summary>
/// Constructor which takes each column of the affine as a separate parameter.
/// </summary>
/// <param name="x">A and D</param>
/// <param name="y">B and E</param>
/// <param name="t">C and F</param>
template <typename T>
Affine2D<T>::Affine2D(v2T& x, v2T& y, v2T& t)
{
X(x);
Y(y);
O(t);
}
/// <summary>
/// Constructor which takes all six of the affine values as parameters.
/// </summary>
/// <param name="xx">A</param>
/// <param name="xy">D</param>
/// <param name="yx">B</param>
/// <param name="yy">E</param>
/// <param name="tx">C</param>
/// <param name="ty">F</param>
template <typename T>
Affine2D<T>::Affine2D(T xx, T xy, T yx, T yy, T tx, T ty)
{
A(xx);
D(xy);
B(yx);
E(yy);
C(tx);
F(ty);
}
/// <summary>
/// Constructor which takes a 4x4 matrix and assigns the
/// corresponding values in the 2x3 affine matrix.
/// </summary>
/// <param name="mat">The 4x4 affine matrix to read from</param>
template <typename T>
Affine2D<T>::Affine2D(m4T& mat)
{
A(mat[0][0]);
B(mat[0][1]);
C(mat[0][3]);
D(mat[1][0]);
E(mat[1][1]);
F(mat[1][3]);
}
/// <summary>
/// Default assignment operator.
/// </summary>
/// <param name="affine">The Affine2D object to copy</param>
template <typename T>
Affine2D<T>& Affine2D<T>::operator = (const Affine2D<T>& affine)
{
if (this != &affine)
Affine2D<T>::operator=<T>(affine);
return *this;
}
/// <summary>
/// == operator which tests if all fields are equal with another Affine2D.
/// </summary>
/// <param name="affine">The Affine2D to compare to</param>
/// <returns>True if all fields are equal, else false</returns>
template <typename T>
bool Affine2D<T>::operator == (const Affine2D<T>& affine)
{
return IsClose(A(), affine.A()) &&
IsClose(B(), affine.B()) &&
IsClose(C(), affine.C()) &&
IsClose(D(), affine.D()) &&
IsClose(E(), affine.E()) &&
IsClose(F(), affine.F());
}
/// <summary>
/// * operator to multiply this affine transform by a vec2 and return the result as a vec2.
/// </summary>
/// <param name="v">The vec2 to multiply by</param>
/// <returns>A new vec2 which is the product of the multiplication</returns>
template <typename T>
typename v2T Affine2D<T>::operator * (const v2T& v)
{
return TransformVector(v);
}
/// <summary>
/// Return a copy of the object with all values A-F scaled by the specified amount.
/// </summary>
/// <param name="amount">The amount to scale by</param>
/// <returns>A new Affine2D which a scaled copy of this instance</returns>
template <typename T>
Affine2D<T> Affine2D<T>:: operator * (const T& t)
{
return Affine2D<T>(A() * t,
D() * t,
B() * t,
E() * t,
C() * t,
F() * t);
}
/// <summary>
/// Make this affine transform the identity matrix.
/// A and E = 1, all else 0.
/// </summary>
template <typename T>
void Affine2D<T>::MakeID()
{
A(1);
B(0);
C(0);
D(0);
E(1);
F(0);
}
/// <summary>
/// Determine whether this affine transform is the identity matrix.
/// </summary>
/// <returns>True if A and E are equal to 1 and all others are 0, else false.</returns>
template <typename T>
bool Affine2D<T>::IsID() const
{
return (IsClose<T>(A(), 1)) &&
(IsClose<T>(B(), 0)) &&
(IsClose<T>(C(), 0)) &&
(IsClose<T>(D(), 0)) &&
(IsClose<T>(E(), 1)) &&
(IsClose<T>(F(), 0));
}
/// <summary>
/// Determine whether this affine transform is all zeroes.
/// </summary>
/// <returns>True if all 6 elements equal zero, else false.</returns>
template <typename T>
bool Affine2D<T>::IsZero() const
{
return (IsClose<T>(A(), 0)) &&
(IsClose<T>(B(), 0)) &&
(IsClose<T>(C(), 0)) &&
(IsClose<T>(D(), 0)) &&
(IsClose<T>(E(), 0)) &&
(IsClose<T>(F(), 0));
}
/// <summary>
/// Determine whether this affine transform was deliberately set to all empty values.
/// </summary>
/// <returns>True if all 6 elements equal zero, else false.</returns>
template <typename T>
bool Affine2D<T>::IsEmpty() const
{
return (IsClose<T>(A(), EMPTYFIELD)) &&
(IsClose<T>(B(), EMPTYFIELD)) &&
(IsClose<T>(C(), EMPTYFIELD)) &&
(IsClose<T>(D(), EMPTYFIELD)) &&
(IsClose<T>(E(), EMPTYFIELD)) &&
(IsClose<T>(F(), EMPTYFIELD));
}
/// <summary>
/// Scales all values A-F by the specified amount.
/// </summary>
/// <param name="amount">The amount to scale by</param>
template <typename T>
void Affine2D<T>::Scale(T amount)
{
A(A() * amount);
B(B() * amount);
C(C() * amount);
D(D() * amount);
E(E() * amount);
F(F() * amount);
}
--User changes -Add a palette editor. -Add support for reading .ugr/.gradient/.gradients palette files. -Allow toggling on spinners whose minimum value is not zero. -Allow toggling display of image, affines and grid. -Add new variations: cylinder2, circlesplit, tile_log, truchet_fill, waves2_radial. --Bug fixes -cpow2 was wrong. -Palettes with rapid changes in color would produce slightly different outputs from Apo/Chaotica. This was due to a long standing bug from flam3. -Use exec() on Apple and show() on all other OSes for dialog boxes. -Trying to render a sequence with no frames would crash. -Selecting multiple xforms and rotating them would produce the wrong rotation. -Better handling when parsing flames using different encoding, such as unicode and UTF-8. -Switching between SP/DP didn't reselect the selected flame in the Library tab. --Code changes -Make all types concerning palettes be floats, including PaletteTableWidgetItem. -PaletteTableWidgetItem is no longer templated because all palettes are float. -Include the source colors for user created gradients. -Change parallel_for() calls to work with very old versions of TBB which are lingering on some systems. -Split conditional out of accumulation loop on the CPU for better performance. -Vectorize summing when doing density filter for better performance. -Make all usage of palettes be of type float, double is pointless. -Allow palettes to reside in multiple folders, while ensuring only one of each name is added. -Refactor some palette path searching code. -Make ReadFile() throw and catch an exception if the file operation fails. -A little extra safety in foci and foci3D with a call to Zeps(). -Cast to (real_t) in the OpenCL string for the w variation, which was having trouble compiling on Mac. -Fixing missing comma between paths in InitPaletteList(). -Move Xml and PaletteList classes into cpp to shorten build times when working on them. -Remove default param values for IterOpenCLKernelCreator<T>::SharedDataIndexDefines in cpp file. -Change more NULL to nullptr.
2017-02-26 03:02:21 -05:00
/// <summary>
/// Scales all values A,B,D,E by the specified amount.
/// </summary>
/// <param name="amount">The amount to scale by</param>
template <typename T>
void Affine2D<T>::ScaleXY(T amount)
{
A(A() * amount);
B(B() * amount);
D(D() * amount);
E(E() * amount);
}
/// <summary>
/// Rotate this affine transform around its origin by the specified angle in degrees.
/// </summary>
/// <param name="angle">The angle to rotate by</param>
template <typename T>
void Affine2D<T>::Rotate(T rad)
{
m4T origMat4 = ToMat4ColMajor(true);//Must center and use column major for glm to work.
m4T newMat4 = glm::rotate(origMat4, rad, v3T(0, 0, 1));//Assuming only rotating around z.
A(newMat4[0][0]);//Use direct assignments instead of constructor to skip assigning C and F.
B(newMat4[0][1]);
D(newMat4[1][0]);
E(newMat4[1][1]);
}
template <typename T>
void Affine2D<T>::RotateTrans(T rad)
{
m4T origMat4 = TransToMat4ColMajor();//Only put translation in this matrix.
m4T newMat4 = glm::rotate(origMat4, rad, v3T(0, 0, 1));//Assuming only rotating around z.
C(newMat4[0][3]);//Use direct assignments instead of constructor to skip assigning A, B, D, E.
F(newMat4[1][3]);
}
/// <summary>
/// Move by v.
/// </summary>
/// <param name="v">The vec2 describing how far to move in the x and y directions</param>
template <typename T>
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void Affine2D<T>::Translate(const v2T& v)
{
O(O() + v);
}
/// <summary>
/// Rotate and scale the X and Y components by a certain amount based on X.
/// </summary>
/// <param name="v">The vec2 describing how much to rotate and scale the X and Y components</param>
template <typename T>
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void Affine2D<T>::RotateScaleXTo(const v2T& v)
{
Affine2D<T> rs = CalcRotateScale(X(), v);
X(rs.TransformNormal(X()));
Y(rs.TransformNormal(Y()));
}
/// <summary>
/// Rotate and scale the X and Y components by a certain amount based on Y.
/// </summary>
/// <param name="v">The vec2 describing how much to rotate and scale the X and Y components</param>
template <typename T>
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void Affine2D<T>::RotateScaleYTo(const v2T& v)
{
Affine2D<T> rs = CalcRotateScale(Y(), v);
X(rs.TransformNormal(X()));
Y(rs.TransformNormal(Y()));
}
/// <summary>
/// Return the inverse of the 2x3 affine matrix.
/// </summary>
/// <returns>The inverse of this affine transform</returns>
template <typename T>
Affine2D<T> Affine2D<T>::Inverse() const
{
T det = A() * E() - D() * B();
return Affine2D<T>(E() / det, -D() / det,
-B() / det, A() / det,
(F() * B() - C() * E()) / det, (C() * D() - F() * A()) / det);
}
/// <summary>
/// Return a vec2 gotten from transforming this affine transform
/// by the vec2 passed in, but with a T component of 0, 0.
/// </summary>
/// <param name="v">The vec2 describing how much to transform by</param>
/// <returns>The centered, transformed vec2</returns>
template <typename T>
typename v2T Affine2D<T>::TransformNormal(const v2T& v) const
{
return v2T(A() * v.x + B() * v.y, D() * v.x + E() * v.y);
}
/// <summary>
/// Return a vec2 gotten from transforming this affine transform
/// by the vec2 passed in, and applying T translation.
/// </summary>
/// <param name="v">The vec2 describing how much to transform by</param>
/// <returns>The translated, transformed vec2</returns>
template <typename T>
typename v2T Affine2D<T>::TransformVector(const v2T& v) const
{
return v2T(A() * v.x + B() * v.y + C(), D() * v.x + E() * v.y + F());
}
/// <summary>
/// Return the X and Y components as a 2x2 matrix in column major order.
/// </summary>
/// <returns>The 2x2 matrix</returns>
template <typename T>
typename m2T Affine2D<T>::ToMat2ColMajor() const
{
return m2T(A(), B(),//Col0...
D(), E());//1
}
/// <summary>
/// Return the X and Y components as a 2x2 matrix in row major order.
/// </summary>
/// <returns>The 2x2 matrix</returns>
template <typename T>
typename m2T Affine2D<T>::ToMat2RowMajor() const
{
return m2T(A(), D(),//Col0...
B(), E());//1
}
/// <summary>
/// Return the 2x3 affine transform matrix as a 4x4 matrix in column major order.
/// </summary>
/// <param name="center">Whether to use T translation value or just 0 for center</param>
/// <returns>The 4x4 matrix</returns>
template <typename T>
typename m4T Affine2D<T>::ToMat4ColMajor(bool center) const
{
m4T mat(A(), B(), 0, center ? 0 : C(), //Col0...
--User changes -Add support for multiple GPU devices. --These options are present in the command line and in Fractorium. -Change scheme of specifying devices from platform,device to just total device index. --Single number on the command line. --Change from combo boxes for device selection to a table of all devices in Fractorium. -Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Bug fixes -EmberAnimate, EmberRender, FractoriumSettings, FinalRenderDialog: Fix wrong order of arguments to Clamp() when assigning thread priority. -VariationsDC.h: Fix NVidia OpenCL compilation error in DCTriangleVariation. -FractoriumXformsColor.cpp: Checking for null pixmap pointer is not enough, must also check if the underlying buffer is null via call to QPixmap::isNull(). --Code changes -Ember.h: Add case for FLAME_MOTION_NONE and default in ApplyFlameMotion(). -EmberMotion.h: Call base constructor. -EmberPch.h: #pragma once only on Windows. -EmberToXml.h: --Handle different types of exceptions. --Add default cases to ToString(). -Isaac.h: Remove unused variable in constructor. -Point.h: Call base constructor in Color(). -Renderer.h/cpp: --Add bool to Alloc() to only allocate memory for the histogram. Needed for multi-GPU. --Make CoordMap() return a const ref, not a pointer. -SheepTools.h: --Use 64-bit types like the rest of the code already does. --Fix some comment misspellings. -Timing.h: Make BeginTime(), EndTime(), ElapsedTime() and Format() be const functions. -Utils.h: --Add new functions Equal() and Split(). --Handle more exception types in ReadFile(). --Get rid of most legacy blending of C and C++ argument parsing. -XmlToEmber.h: --Get rid of most legacy blending of C and C++ code from flam3. --Remove some unused variables. -EmberAnimate: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --If a render fails, exit since there is no point in continuing an animation with a missing frame. --Pass variables to threaded save better, which most likely fixes a very subtle bug that existed before. --Remove some unused variables. -EmberGenome, EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. -EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --Only print values when not rendering with OpenCL, since they're always 0 in that case. -EmberCLPch.h: --#pragma once only on Windows. --#include <atomic>. -IterOpenCLKernelCreator.h: Add new kernel for summing two histograms. This is needed for multi-GPU. -OpenCLWrapper.h: --Move all OpenCL info related code into its own class OpenCLInfo. --Add members to cache the values of global memory size and max allocation size. -RendererCL.h/cpp: --Redesign to accomodate multi-GPU. --Constructor now takes a vector of devices. --Remove DumpErrorReport() function, it's handled in the base. --ClearBuffer(), ReadPoints(), WritePoints(), ReadHist() and WriteHist() now optionally take a device index as a parameter. --MakeDmap() override and m_DmapCL member removed because it no longer applies since the histogram is always float since the last commit. --Add new function SumDeviceHist() to sum histograms from two devices by first copying to a temporary on the host, then a temporary on the device, then summing. --m_Calls member removed, as it's now per-device. --OpenCLWrapper removed. --m_Seeds member is now a vector of vector of seeds, to accomodate a separate and different array of seeds for each device. --Added member m_Devices, a vector of unique_ptr of RendererCLDevice. -EmberCommon.h --Added Devices() function to convert from a vector of device indices to a vector of platform,device indices. --Changed CreateRenderer() to accept a vector of devices to create a single RendererCL which will split work across multiple devices. --Added CreateRenderers() function to accept a vector of devices to create multiple RendererCL, each which will render on a single device. --Add more comments to some existing functions. -EmberCommonPch.h: #pragma once only on Windows. -EmberOptions.h: --Remove --platform option, it's just sequential device number now with the --device option. --Make --out be OPT_USE_RENDER instead of OPT_RENDER_ANIM since it's an error condition when animating. It makes no sense to write all frames to a single image. --Add Devices() function to parse comma separated --device option string and return a vector of device indices. --Make int and uint types be 64-bit, so intmax_t and size_t. --Make better use of macros. -JpegUtils.h: Make string parameters to WriteJpeg() and WritePng() be const ref. -All project files: Turn off buffer security check option in Visual Studio (/Gs-) -deployment.pri: Remove the line OTHER_FILES +=, it's pointless and was causing problems. -Ember.pro, EmberCL.pro: Add CONFIG += plugin, otherwise it wouldn't link. -EmberCL.pro: Add new files for multi-GPU support. -build_all.sh: use -j4 and QMAKE=${QMAKE:/usr/bin/qmake} -shared_settings.pri: -Add version string. -Remove old DESTDIR definitions. -Add the following lines or else nothing would build: CONFIG(release, debug|release) { CONFIG += warn_off DESTDIR = ../../../Bin/release } CONFIG(debug, debug|release) { DESTDIR = ../../../Bin/debug } QMAKE_POST_LINK += $$quote(cp --update ../../../Data/flam3-palettes.xml $${DESTDIR}$$escape_expand(\n\t)) LIBS += -L/usr/lib -lpthread -AboutDialog.ui: Another futile attempt to make it look correct on Linux. -FinalRenderDialog.h/cpp: --Add support for multi-GPU. --Change from combo boxes for device selection to a table of all devices. --Ensure device selection makes sense. --Remove "FinalRender" prefix of various function names, it's implied given the context. -FinalRenderEmberController.h/cpp: --Add support for multi-GPU. --Change m_FinishedImageCount to be atomic. --Move CancelRender() from the base to FinalRenderEmberController<T>. --Refactor RenderComplete() to omit any progress related functionality or image saving since it can be potentially ran in a thread. --Consolidate setting various renderer fields into SyncGuiToRenderer(). -Fractorium.cpp: Allow for resizing of the options dialog to show the entire device table. -FractoriumCommon.h: Add various functions to handle a table showing the available OpenCL devices on the system. -FractoriumEmberController.h/cpp: Remove m_FinalImageIndex, it's no longer needed. -FractoriumRender.cpp: Scale the interactive sub batch count and quality by the number of devices used. -FractoriumSettings.h/cpp: --Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Add multi-GPU support, remove old device,platform pair. -FractoriumToolbar.cpp: Disable OpenCL toolbar button if there are no devices present on the system. -FractoriumOptionsDialog.h/cpp: --Add support for multi-GPU. --Consolidate more assignments in DataToGui(). --Enable/disable CPU/OpenCL items in response to OpenCL checkbox event. -Misc: Convert almost everything to size_t for unsigned, intmax_t for signed.
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D(), E(), 0, center ? 0 : F(), //1
0, 0, 1, 0, //2
0, 0, 0, 1);//3
return mat;
}
/// <summary>
/// Return the 2x3 affine transform matrix as a 4x4 matrix in row major order.
/// </summary>
/// <param name="center">Whether to use T translation value or just 0 for center</param>
/// <returns>The 4x4 matrix</returns>
template <typename T>
typename m4T Affine2D<T>::ToMat4RowMajor(bool center) const
{
m4T mat(A(), D(), 0, 0,
--User changes -Add support for multiple GPU devices. --These options are present in the command line and in Fractorium. -Change scheme of specifying devices from platform,device to just total device index. --Single number on the command line. --Change from combo boxes for device selection to a table of all devices in Fractorium. -Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Bug fixes -EmberAnimate, EmberRender, FractoriumSettings, FinalRenderDialog: Fix wrong order of arguments to Clamp() when assigning thread priority. -VariationsDC.h: Fix NVidia OpenCL compilation error in DCTriangleVariation. -FractoriumXformsColor.cpp: Checking for null pixmap pointer is not enough, must also check if the underlying buffer is null via call to QPixmap::isNull(). --Code changes -Ember.h: Add case for FLAME_MOTION_NONE and default in ApplyFlameMotion(). -EmberMotion.h: Call base constructor. -EmberPch.h: #pragma once only on Windows. -EmberToXml.h: --Handle different types of exceptions. --Add default cases to ToString(). -Isaac.h: Remove unused variable in constructor. -Point.h: Call base constructor in Color(). -Renderer.h/cpp: --Add bool to Alloc() to only allocate memory for the histogram. Needed for multi-GPU. --Make CoordMap() return a const ref, not a pointer. -SheepTools.h: --Use 64-bit types like the rest of the code already does. --Fix some comment misspellings. -Timing.h: Make BeginTime(), EndTime(), ElapsedTime() and Format() be const functions. -Utils.h: --Add new functions Equal() and Split(). --Handle more exception types in ReadFile(). --Get rid of most legacy blending of C and C++ argument parsing. -XmlToEmber.h: --Get rid of most legacy blending of C and C++ code from flam3. --Remove some unused variables. -EmberAnimate: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --If a render fails, exit since there is no point in continuing an animation with a missing frame. --Pass variables to threaded save better, which most likely fixes a very subtle bug that existed before. --Remove some unused variables. -EmberGenome, EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. -EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --Only print values when not rendering with OpenCL, since they're always 0 in that case. -EmberCLPch.h: --#pragma once only on Windows. --#include <atomic>. -IterOpenCLKernelCreator.h: Add new kernel for summing two histograms. This is needed for multi-GPU. -OpenCLWrapper.h: --Move all OpenCL info related code into its own class OpenCLInfo. --Add members to cache the values of global memory size and max allocation size. -RendererCL.h/cpp: --Redesign to accomodate multi-GPU. --Constructor now takes a vector of devices. --Remove DumpErrorReport() function, it's handled in the base. --ClearBuffer(), ReadPoints(), WritePoints(), ReadHist() and WriteHist() now optionally take a device index as a parameter. --MakeDmap() override and m_DmapCL member removed because it no longer applies since the histogram is always float since the last commit. --Add new function SumDeviceHist() to sum histograms from two devices by first copying to a temporary on the host, then a temporary on the device, then summing. --m_Calls member removed, as it's now per-device. --OpenCLWrapper removed. --m_Seeds member is now a vector of vector of seeds, to accomodate a separate and different array of seeds for each device. --Added member m_Devices, a vector of unique_ptr of RendererCLDevice. -EmberCommon.h --Added Devices() function to convert from a vector of device indices to a vector of platform,device indices. --Changed CreateRenderer() to accept a vector of devices to create a single RendererCL which will split work across multiple devices. --Added CreateRenderers() function to accept a vector of devices to create multiple RendererCL, each which will render on a single device. --Add more comments to some existing functions. -EmberCommonPch.h: #pragma once only on Windows. -EmberOptions.h: --Remove --platform option, it's just sequential device number now with the --device option. --Make --out be OPT_USE_RENDER instead of OPT_RENDER_ANIM since it's an error condition when animating. It makes no sense to write all frames to a single image. --Add Devices() function to parse comma separated --device option string and return a vector of device indices. --Make int and uint types be 64-bit, so intmax_t and size_t. --Make better use of macros. -JpegUtils.h: Make string parameters to WriteJpeg() and WritePng() be const ref. -All project files: Turn off buffer security check option in Visual Studio (/Gs-) -deployment.pri: Remove the line OTHER_FILES +=, it's pointless and was causing problems. -Ember.pro, EmberCL.pro: Add CONFIG += plugin, otherwise it wouldn't link. -EmberCL.pro: Add new files for multi-GPU support. -build_all.sh: use -j4 and QMAKE=${QMAKE:/usr/bin/qmake} -shared_settings.pri: -Add version string. -Remove old DESTDIR definitions. -Add the following lines or else nothing would build: CONFIG(release, debug|release) { CONFIG += warn_off DESTDIR = ../../../Bin/release } CONFIG(debug, debug|release) { DESTDIR = ../../../Bin/debug } QMAKE_POST_LINK += $$quote(cp --update ../../../Data/flam3-palettes.xml $${DESTDIR}$$escape_expand(\n\t)) LIBS += -L/usr/lib -lpthread -AboutDialog.ui: Another futile attempt to make it look correct on Linux. -FinalRenderDialog.h/cpp: --Add support for multi-GPU. --Change from combo boxes for device selection to a table of all devices. --Ensure device selection makes sense. --Remove "FinalRender" prefix of various function names, it's implied given the context. -FinalRenderEmberController.h/cpp: --Add support for multi-GPU. --Change m_FinishedImageCount to be atomic. --Move CancelRender() from the base to FinalRenderEmberController<T>. --Refactor RenderComplete() to omit any progress related functionality or image saving since it can be potentially ran in a thread. --Consolidate setting various renderer fields into SyncGuiToRenderer(). -Fractorium.cpp: Allow for resizing of the options dialog to show the entire device table. -FractoriumCommon.h: Add various functions to handle a table showing the available OpenCL devices on the system. -FractoriumEmberController.h/cpp: Remove m_FinalImageIndex, it's no longer needed. -FractoriumRender.cpp: Scale the interactive sub batch count and quality by the number of devices used. -FractoriumSettings.h/cpp: --Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Add multi-GPU support, remove old device,platform pair. -FractoriumToolbar.cpp: Disable OpenCL toolbar button if there are no devices present on the system. -FractoriumOptionsDialog.h/cpp: --Add support for multi-GPU. --Consolidate more assignments in DataToGui(). --Enable/disable CPU/OpenCL items in response to OpenCL checkbox event. -Misc: Convert almost everything to size_t for unsigned, intmax_t for signed.
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B(), E(), 0, 0,
0, 0, 1, 0,
center ? 0 : C(), center ? 0 : F(), 0, 1);
return mat;
}
template <typename T>
typename m4T Affine2D<T>::TransToMat4ColMajor() const
{
m4T mat(1, 0, 0, C(), //Col0...
0, 1, 0, F(), //1
0, 0, 1, 0, //2
0, 0, 0, 1);//3
return mat;
}
/// <summary>
/// Accessors.
/// </summary>
template <typename T> T Affine2D<T>::A() const { return m_Mat[0][0]; }//[0][0]//flam3
template <typename T> T Affine2D<T>::B() const { return m_Mat[0][1]; }//[1][0]
template <typename T> T Affine2D<T>::C() const { return m_Mat[0][2]; }//[2][0]
template <typename T> T Affine2D<T>::D() const { return m_Mat[1][0]; }//[0][1]
template <typename T> T Affine2D<T>::E() const { return m_Mat[1][1]; }//[1][1]
template <typename T> T Affine2D<T>::F() const { return m_Mat[1][2]; }//[2][1]
template <typename T> void Affine2D<T>::A(T a) { m_Mat[0][0] = a; }
template <typename T> void Affine2D<T>::B(T b) { m_Mat[0][1] = b; }
template <typename T> void Affine2D<T>::C(T c) { m_Mat[0][2] = c; }
template <typename T> void Affine2D<T>::D(T d) { m_Mat[1][0] = d; }
template <typename T> void Affine2D<T>::E(T e) { m_Mat[1][1] = e; }
template <typename T> void Affine2D<T>::F(T f) { m_Mat[1][2] = f; }
template <typename T> typename v2T Affine2D<T>::X() const { return v2T(A(), D()); }//X Axis.
template <typename T> typename v2T Affine2D<T>::Y() const { return v2T(B(), E()); }//Y Axis.
template <typename T> typename v2T Affine2D<T>::O() const { return v2T(C(), F()); }//Translation.
template <typename T> void Affine2D<T>::X(const v2T& x) { A(x.x); D(x.y); }//X Axis.
template <typename T> void Affine2D<T>::Y(const v2T& y) { B(y.x); E(y.y); }//Y Axis.
template <typename T> void Affine2D<T>::O(const v2T& t) { C(t.x); F(t.y); }//Translation.
template <typename T>
string Affine2D<T>::ToString() const
{
ostringstream ss;
ss << "A: " << A() << " "
<< "B: " << B() << " "
<< "C: " << C()
<< "\nD: " << D() << " "
<< "E: " << E() << " "
<< "F: " << F();
return ss.str();
}
/// <summary>
/// Rotate and scale this affine transform and return as a copy. Orginal is unchanged.
/// </summary>
/// <param name="from">The starting point to rotate and scale from</param>
/// <param name="to">The ending point to rotate and scale to</param>
/// <returns>The newly rotated and scalled Affine2D</returns>
template <typename T>
Affine2D<T> Affine2D<T>::CalcRotateScale(const v2T& from, const v2T& to)
{
T a, c;
CalcRSAC(from, to, a, c);
return Affine2D<T>(a, c, -c, a, 0, 0);
}
/// <summary>
/// Never fully understood what this did or why it's named what it is.
/// But it seems to handle some rotating and scaling.
/// </summary>
/// <param name="from">The starting point to rotate and scale from</param>
/// <param name="to">The ending point to rotate and scale to</param>
/// <param name="a">a</param>
/// <param name="c">c</param>
template <typename T>
void Affine2D<T>::CalcRSAC(const v2T& from, const v2T& to, T& a, T& c)
{
T lsq = from.x * from.x + from.y * from.y;
a = (from.y * to.y + from.x * to.x) / lsq;
c = (from.x * to.y - from.y * to.x) / lsq;
}
//This class had to be implemented in a cpp file because the compiler was breaking.
//So the explicit instantiation must be declared here rather than in Ember.cpp where
//all of the other classes are done.
template EMBER_API class Affine2D<float>;
#ifdef DO_DOUBLE
template EMBER_API class Affine2D<double>;
#endif
}