2023-04-25 19:59:54 -04:00
# include "FractoriumPch.h"
# include "FractoriumEmberController.h"
# include "Fractorium.h"
# include "GLEmberController.h"
/// <summary>
/// Constructor which initializes the non-templated members contained in this class.
/// The renderer, other templated members and GUI setup will be done in the templated derived controller class.
/// </summary>
/// <param name="fractorium">Pointer to the main window.</param>
FractoriumEmberControllerBase : : FractoriumEmberControllerBase ( Fractorium * fractorium )
: m_PaletteList ( PaletteList < float > : : Instance ( ) )
{
Timing t ;
m_Fractorium = fractorium ;
m_Rand = QTIsaac < ISAAC_SIZE , ISAAC_INT > ( ISAAC_INT ( t . Tic ( ) ) , ISAAC_INT ( t . Tic ( ) * 2 ) , ISAAC_INT ( t . Tic ( ) * 3 ) ) ; //Ensure a different rand seed on each instance.
m_RenderTimer = make_unique < QTimer > ( m_Fractorium ) ;
m_RenderTimer - > setInterval ( 0 ) ;
m_Fractorium - > connect ( m_RenderTimer . get ( ) , SIGNAL ( timeout ( ) ) , SLOT ( IdleTimer ( ) ) ) ;
m_RenderRestartTimer = make_unique < QTimer > ( m_Fractorium ) ;
m_AnimateTimer = make_unique < QTimer > ( m_Fractorium ) ;
m_AnimateTimer - > stop ( ) ;
m_Fractorium - > connect ( m_RenderRestartTimer . get ( ) , & QTimer : : timeout , [ & ] ( ) { m_Fractorium - > StartRenderTimer ( false ) ; } ) ; //It's ok to pass false for the first shot because creating the controller will start the preview renders.
// XXX: why not SLOT(SequenceAnimateNextFrame())?
m_Fractorium - > connect ( m_AnimateTimer . get ( ) , & QTimer : : timeout , [ & ] ( ) { SequenceAnimateNextFrame ( ) ; } ) ;
}
/// <summary>
/// Destructor which stops rendering and deletes the timers.
/// All other memory is cleared automatically through the use of STL.
/// </summary>
FractoriumEmberControllerBase : : ~ FractoriumEmberControllerBase ( )
{
StopRenderTimer ( true ) ;
m_RenderTimer - > stop ( ) ;
m_RenderRestartTimer - > stop ( ) ;
m_AnimateTimer - > stop ( ) ;
}
/// <summary>
/// Pause or resume the renderer.
/// </summary>
/// <param name="pause">True to pause, false to unpause.</param>
void FractoriumEmberControllerBase : : Pause ( bool pause )
{
m_Renderer - > Pause ( pause ) ;
}
/// <summary>
/// Retrieve the paused state of the renderer.
/// </summary>
/// <returns>True if the renderer is paused, else false.</returns>
bool FractoriumEmberControllerBase : : Paused ( )
{
return m_Renderer - > Paused ( ) ;
}
/// <summary>
/// Constructor which passes the main window parameter to the base, initializes the templated members contained in this class.
/// Then sets up the parts of the GUI that require templated Widgets, such as the variations tree and the palette table.
/// Note the renderer is not setup here automatically. Instead, it must be manually created by the caller later.
/// </summary>
/// <param name="fractorium">Pointer to the main window.</param>
template < typename T >
FractoriumEmberController < T > : : FractoriumEmberController ( Fractorium * fractorium )
: FractoriumEmberControllerBase ( fractorium ) ,
m_VariationList ( VariationList < T > : : Instance ( ) )
{
size_t b = 0 ;
m_GLController = make_unique < GLEmberController < T > > ( fractorium , fractorium - > ui . GLDisplay , this ) ;
m_LibraryPreviewRenderer = make_unique < TreePreviewRenderer < T > > ( this , m_Fractorium - > ui . LibraryTree , m_EmberFile ) ;
m_SequencePreviewRenderer = make_unique < TreePreviewRenderer < T > > ( this , m_Fractorium - > ui . SequenceTree , m_SequenceFile ) ;
m_PaletteList - > Clear ( ) ;
m_Fractorium - > ui . PaletteFilenameCombo - > clear ( ) ;
//Initial combo change event to fill the palette table will be called automatically later.
//Look hard for a palette.
const auto paths = GetDefaultPaths ( ) ;
for ( auto & path : paths )
b | = InitPaletteList ( path ) ;
if ( b )
{
m_SheepTools = make_unique < SheepTools < T , float > > ( m_PaletteList - > Name ( 0 ) , new EmberNs : : Renderer < T , float > ( ) ) ;
}
else
{
QString allPaths ;
for ( auto & path : paths )
allPaths + = path + " \r \n " ;
allPaths = QString ( " No palettes found in paths: \r \n " ) + allPaths + " \r \n Exiting. " ;
std : : runtime_error ex ( allPaths . toStdString ( ) ) ;
throw ex ;
}
if ( m_PaletteList - > Size ( ) > = 1 ) //Only add the user palette if the folder already had a palette, which means we'll be using this folder.
if ( m_PaletteList - > AddEmptyPaletteFile ( ( GetDefaultUserPath ( ) + " /user-palettes.xml " ) . toStdString ( ) ) )
m_Fractorium - > ui . PaletteFilenameCombo - > addItem ( " user-palettes.xml " ) ;
BackgroundChanged ( QColor ( 0 , 0 , 0 ) ) ; //Default to black.
ClearUndo ( ) ;
}
/// <summary>
/// Empty destructor that does nothing.
/// </summary>
template < typename T >
FractoriumEmberController < T > : : ~ FractoriumEmberController ( ) { }
/// <summary>
/// Setters for embers, ember files and palettes which convert between float and double types.
/// These are used to preserve the current ember/file when switching between renderers.
/// Note that some precision will be lost when going from double to float.
/// </summary>
template < typename T > void FractoriumEmberController < T > : : SetEmber ( const Ember < float > & ember , bool verbatim , bool updatePointer ) { SetEmberPrivate < float > ( ember , verbatim , updatePointer ) ; }
template < typename T > void FractoriumEmberController < T > : : CopyEmber ( Ember < float > & ember , std : : function < void ( Ember < float > & ember ) > perEmberOperation ) { ember = m_Ember ; perEmberOperation ( ember ) ; }
template < typename T > void FractoriumEmberController < T > : : SetEmberFile ( const EmberFile < float > & emberFile , bool move ) { move ? m_EmberFile = std : : move ( emberFile ) : m_EmberFile = emberFile ; }
template < typename T > void FractoriumEmberController < T > : : CopyEmberFile ( EmberFile < float > & emberFile , bool sequence , std : : function < void ( Ember < float > & ember ) > perEmberOperation )
{
if ( sequence )
{
emberFile . m_Filename = m_SequenceFile . m_Filename ;
CopyCont ( emberFile . m_Embers , m_SequenceFile . m_Embers , perEmberOperation ) ;
}
else
{
emberFile . m_Filename = m_EmberFile . m_Filename ;
CopyCont ( emberFile . m_Embers , m_EmberFile . m_Embers , perEmberOperation ) ;
}
}
template < typename T > void FractoriumEmberController < T > : : SetTempPalette ( const Palette < float > & palette ) { m_TempPalette = palette ; }
template < typename T > void FractoriumEmberController < T > : : CopyTempPalette ( Palette < float > & palette ) { palette = m_TempPalette ; }
# ifdef DO_DOUBLE
template < typename T > void FractoriumEmberController < T > : : SetEmber ( const Ember < double > & ember , bool verbatim , bool updatePointer ) { SetEmberPrivate < double > ( ember , verbatim , updatePointer ) ; }
template < typename T > void FractoriumEmberController < T > : : CopyEmber ( Ember < double > & ember , std : : function < void ( Ember < double > & ember ) > perEmberOperation ) { ember = m_Ember ; perEmberOperation ( ember ) ; }
template < typename T > void FractoriumEmberController < T > : : SetEmberFile ( const EmberFile < double > & emberFile , bool move ) { move ? m_EmberFile = std : : move ( emberFile ) : m_EmberFile = emberFile ; }
template < typename T > void FractoriumEmberController < T > : : CopyEmberFile ( EmberFile < double > & emberFile , bool sequence , std : : function < void ( Ember < double > & ember ) > perEmberOperation )
{
if ( sequence )
{
emberFile . m_Filename = m_SequenceFile . m_Filename ;
CopyCont ( emberFile . m_Embers , m_SequenceFile . m_Embers , perEmberOperation ) ;
}
else
{
emberFile . m_Filename = m_EmberFile . m_Filename ;
CopyCont ( emberFile . m_Embers , m_EmberFile . m_Embers , perEmberOperation ) ;
}
}
template < typename T > void FractoriumEmberController < T > : : SetTempPalette ( const Palette < double > & palette ) { m_TempPalette = palette ; }
template < typename T > void FractoriumEmberController < T > : : CopyTempPalette ( Palette < double > & palette ) { palette = m_TempPalette ; }
# endif
template < typename T > Ember < T > * FractoriumEmberController < T > : : CurrentEmber ( ) { return & m_Ember ; }
template < typename T >
void FractoriumEmberController < T > : : ConstrainDimensions ( Ember < T > & ember )
{
ember . m_FinalRasW = std : : min < int > ( m_Fractorium - > ui . GLDisplay - > MaxTexSize ( ) , int ( ember . m_FinalRasW ) ) ;
ember . m_FinalRasH = std : : min < int > ( m_Fractorium - > ui . GLDisplay - > MaxTexSize ( ) , int ( ember . m_FinalRasH ) ) ;
}
/// <summary>
/// Set the ember at the specified index from the currently opened file as the current Ember.
/// Clears the undo state.
/// Resets the rendering process.
/// </summary>
/// <param name="index">The index in the file from which to retrieve the ember</param>
/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
template < typename T >
void FractoriumEmberController < T > : : SetEmber ( size_t index , bool verbatim )
{
if ( index < m_EmberFile . Size ( ) )
{
m_Fractorium - > SelectLibraryItem ( index ) ;
ClearUndo ( ) ;
SetEmber ( * m_EmberFile . Get ( index ) , verbatim , true ) ;
}
}
/// <summary>
/// Wrapper to call a function, then optionally add the requested action to the rendering queue.
/// </summary>
/// <param name="func">The function to call</param>
/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
template < typename T >
void FractoriumEmberController < T > : : Update ( std : : function < void ( void ) > func , bool updateRender , eProcessAction action )
{
func ( ) ;
if ( updateRender )
UpdateRender ( action ) ;
}
/// <summary>
/// Wrapper to call a function on the current ember and optionally all other embers in the file.
/// Then optionally add the requested action to the rendering queue.
/// </summary>
/// <param name="func">The function to call</param>
/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
/// <param name="applyAll">True to apply the action to all embers in the file in addition to the curent one, false to apply the action only to the current one.</param>
template < typename T >
void FractoriumEmberController < T > : : UpdateAll ( std : : function < void ( Ember < T > & ember , bool isMain ) > func , bool updateRender , eProcessAction action , bool applyAll )
{
func ( m_Ember , true ) ;
if ( applyAll )
for ( auto & it : m_EmberFile . m_Embers )
func ( it , false ) ;
if ( updateRender )
UpdateRender ( action ) ;
}
/// <summary>
/// Wrapper to call a function on the specified xforms, then optionally add the requested action to the rendering queue.
/// If no xforms are selected via the checkboxes, and the update type is UPDATE_SELECTED, then the function will be called only on the currently selected xform.
/// If the update type is UPDATE_CURRENT_AND_SELECTED, and the current is not among those selected, then the function will be called on the currently selected xform as well.
/// </summary>
/// <param name="func">The function to call which will pass the xform under consideration, the absolute xform index, and the index within the selected xforms</param>
/// <param name="updateType">Whether to apply this update operation on the current, all or selected xforms. Default: eXformUpdate::UPDATE_CURRENT.</param>
/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
/// <param name="index">The xform index to use when action is eXformUpdate::UPDATE_SPECIFIC. Default: 0.</param>
template < typename T >
void FractoriumEmberController < T > : : UpdateXform ( std : : function < void ( Xform < T > * , size_t , size_t ) > func , eXformUpdate updateType , bool updateRender , eProcessAction action , size_t index )
{
int i = 0 ;
size_t selIndex = 0 ;
const auto current = CurrentXform ( ) ;
const auto currentIndex = m_Fractorium - > ui . CurrentXformCombo - > currentIndex ( ) ;
const bool forceFinal = m_Fractorium - > HaveFinal ( ) ;
const bool isCurrentFinal = m_Ember . IsFinalXform ( current ) ;
const bool doFinal = updateType ! = eXformUpdate : : UPDATE_SELECTED_EXCEPT_FINAL & & updateType ! = eXformUpdate : : UPDATE_ALL_EXCEPT_FINAL ;
switch ( updateType )
{
case eXformUpdate : : UPDATE_SPECIFIC :
{
if ( auto xform = m_Ember . GetTotalXform ( index , forceFinal ) )
func ( xform , index , 0 ) ;
}
break ;
case eXformUpdate : : UPDATE_CURRENT :
{
if ( current )
func ( current , currentIndex , 0 ) ;
}
break ;
case eXformUpdate : : UPDATE_CURRENT_AND_SELECTED :
{
bool currentDone = false ;
while ( const auto xform = m_Ember . GetTotalXform ( i , forceFinal ) )
{
if ( m_Fractorium - > IsXformSelected ( i ) )
{
func ( xform , i , selIndex + + ) ;
if ( xform = = current )
currentDone = true ;
}
i + + ;
}
if ( ! currentDone ) //Current was not among those selected, so apply to it.
func ( current , currentIndex , selIndex ) ;
}
break ;
case eXformUpdate : : UPDATE_SELECTED :
case eXformUpdate : : UPDATE_SELECTED_EXCEPT_FINAL :
{
bool anyUpdated = false ;
while ( const auto xform = ( doFinal ? m_Ember . GetTotalXform ( i , forceFinal ) : m_Ember . GetXform ( i ) ) )
{
if ( m_Fractorium - > IsXformSelected ( i ) )
{
func ( xform , i , selIndex + + ) ;
anyUpdated = true ;
}
i + + ;
}
if ( ! anyUpdated ) //None were selected, so just apply to the current.
if ( doFinal | | ! isCurrentFinal ) //If do final, call func regardless. If not, only call if current is not final.
if ( current )
func ( current , currentIndex , selIndex ) ;
}
break ;
case eXformUpdate : : UPDATE_ALL :
{
while ( const auto xform = m_Ember . GetTotalXform ( i , forceFinal ) )
func ( xform , i + + , selIndex + + ) ;
}
break ;
case eXformUpdate : : UPDATE_ALL_EXCEPT_FINAL :
default :
{
while ( const auto xform = m_Ember . GetXform ( i ) )
func ( xform , i + + , selIndex + + ) ;
}
break ;
}
if ( updateRender )
UpdateRender ( action ) ;
}
/// <summary>
/// Set the current ember, but use GUI values for the fields which make sense to
/// keep the same between ember selection changes.
/// Note the extra template parameter U allows for assigning ember of different types.
/// Resets the rendering process.
/// </summary>
/// <param name="ember">The ember to set as the current</param>
/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
/// <param name="updatePointer">If true, update the current ember pointer to the address of the one passed in.</param>
template < typename T >
template < typename U >
void FractoriumEmberController < T > : : SetEmberPrivate ( const Ember < U > & ember , bool verbatim , bool updatePointer )
{
if ( ember . m_Name ! = m_Ember . m_Name )
m_LastSaveCurrent = " " ;
const auto w = m_Ember . m_FinalRasW ; //Cache values for use below.
const auto h = m_Ember . m_FinalRasH ;
m_Ember = ember ;
if ( updatePointer & & ( typeid ( T ) = = typeid ( U ) ) )
m_EmberFilePointer = ( Ember < T > * ) & ember ;
if ( ! verbatim )
{
m_Ember . m_TemporalSamples = 1 ; //Change once animation is supported.
m_Ember . m_Quality = m_Fractorium - > m_QualitySpin - > value ( ) ;
m_Ember . m_Supersample = m_Fractorium - > m_SupersampleSpin - > value ( ) ;
}
static EmberToXml < T > writer ; //Save parameters of last full render just in case there is a crash.
const auto path = GetDefaultUserPath ( ) ;
const QDir dir ( path ) ;
if ( ! dir . exists ( ) )
dir . mkpath ( " . " ) ;
const auto filename = path . toStdString ( ) + " /last.flame " ;
writer . Save ( filename , m_Ember , 0 , true , true , false , true , true ) ;
m_GLController - > ResetMouseState ( ) ;
FillXforms ( ) ; //Must do this first because the palette setup in FillParamTablesAndPalette() uses the xforms combo.
FillParamTablesAndPalette ( ) ;
FillCurvesControl ( ) ;
FillSummary ( ) ;
//If a resize happened, this won't do anything because the new size is not reflected in the scroll area yet.
//However, it will have been taken care of in SyncSizes() in that case, so it's ok.
//This is for when a new ember with the same size was loaded. If it was larger than the scroll area, and was scrolled, re-center it.
if ( m_Ember . m_FinalRasW = = w & & m_Ember . m_FinalRasH = = h )
m_Fractorium - > CenterScrollbars ( ) ;
}
/// <summary>
/// Thin derivation to handle preview rendering multiple embers previews to a tree.
/// </summary>
/// <param name="start">The 0-based index to start rendering previews for</param>
/// <param name="end">The 0-based index which is one beyond the last ember to render a preview for</param>
template < typename T >
void TreePreviewRenderer < T > : : PreviewRenderFunc ( uint start , uint end )
{
const auto f = m_Controller - > m_Fractorium ;
m_PreviewRenderer . EarlyClip ( f - > m_Settings - > EarlyClip ( ) ) ;
m_PreviewRenderer . YAxisUp ( f - > m_Settings - > YAxisUp ( ) ) ;
m_PreviewRenderer . ThreadCount ( std : : max ( 1u , Timing : : ProcessorCount ( ) - 1 ) ) ; //Leave one processor free so the GUI can breathe.
// Possible animate item at index 0
if ( const auto top = m_Tree - > topLevelItem ( m_Tree - > topLevelItemCount ( ) - 1 ) )
{
size_t i = start ;
for ( auto b = Advance ( m_EmberFile . m_Embers . begin ( ) , start ) ; m_PreviewRun & & i < end & & b ! = m_EmberFile . m_Embers . end ( ) ; + + b , + + i )
{
m_PreviewEmber = * b ;
m_PreviewEmber . SyncSize ( ) ;
m_PreviewEmber . SetSizeAndAdjustScale ( PREVIEW_SIZE , PREVIEW_SIZE , false , eScaleType : : SCALE_WIDTH ) ;
m_PreviewEmber . m_TemporalSamples = 1 ;
m_PreviewEmber . m_Quality = 25 ;
m_PreviewEmber . m_Supersample = 1 ;
m_PreviewRenderer . SetEmber ( m_PreviewEmber , eProcessAction : : FULL_RENDER , true ) ;
if ( m_PreviewRenderer . Run ( m_PreviewFinalImage ) = = eRenderStatus : : RENDER_OK )
{
if ( const auto treeItem = dynamic_cast < EmberTreeWidgetItemBase * > ( top - > child ( int ( i ) ) ) )
{
//It is critical that Qt::DirectConnection is passed because this is running on a different thread than the UI.
//This ensures the events are processed in order as each preview is updated, and that control does not return here
//until the update is complete.
if ( m_PreviewRun )
{
QMetaObject : : invokeMethod ( f , " SetTreeItemData " , Qt : : DirectConnection ,
Q_ARG ( EmberTreeWidgetItemBase * , treeItem ) ,
Q_ARG ( vv4F & , m_PreviewFinalImage ) ,
Q_ARG ( uint , PREVIEW_SIZE ) ,
Q_ARG ( uint , PREVIEW_SIZE ) ) ;
treeItem - > SetRendered ( ) ;
}
}
}
}
}
}
template class FractoriumEmberController < float > ;
template class PreviewRenderer < float > ;
template class TreePreviewRenderer < float > ;
# ifdef DO_DOUBLE
template class FractoriumEmberController < double > ;
template class PreviewRenderer < double > ;
template class TreePreviewRenderer < double > ;
# endif