1.0.0.2 12/05/2016

--User changes
 -Add many tooltips to help clarify functionality.
 -Select multiple flames in library for del/move. Still only one allowed to be set as the current.
 -Show checkbox for current flame. Remember this is not necessarily what's selected.
 -User can now drag a square to select xforms, which keeps in sync with checkboxes.
 -Remove --nframes from command line. Replace with new params: --loopframes, --interpframes, --interploops.
 -Add two new options to EmberGenome: --cwloops --cwinterploops to specify whether rotation should go clockwise instead of the default counter clockwise.
 -Add these to Fractorium as checkboxes.
 -Apply All now also works for toggling animate flag on xforms.
 -Options dialog now allows user to set whether double click toggles spinners, or right click does.

--Bug fixes
 -Selecting final and non-final xforms, and then dragging the non-final did not drag the final with it.
 -Selecting all xforms when a final was present, then deleting crashed the program.
 -Remove support for ppm files in the command line programs, it's an outdated format.
 -Switching between SP and DP kept reapplying the palette adjustments.

--Code changes
 -Move build system to Visual Studio 2015 and Qt 5.6.
 -SSE used during addition of points to the histogram.
 -Remove last remnants of old flam3 C code and replace with C++.
 -Remove unused code involving tbb::task_group.
 -Make settings object a global shared_ptr singleton, so it doesn't have to be passed around.
This commit is contained in:
Person
2016-12-05 19:04:33 -08:00
parent 53ec438a25
commit 5cdfe0b6b9
83 changed files with 4892 additions and 1156 deletions

View File

@ -26,31 +26,33 @@ void Fractorium::InitLibraryUI()
connect(ui.SequenceRenderButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceRenderButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceSaveButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceSaveButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceOpenButton, SIGNAL(clicked(bool)), this, SLOT(OnSequenceOpenButtonClicked(bool)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeStaggerCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeStaggerCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeFramesPerRotCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeFramesPerRotCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeRotationsCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeRotationsCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeBlendFramesCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeBlendFramesCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceStaggerSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceStaggerSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceRandomStaggerMaxSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceRandomStaggerMaxSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceStartFlameSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceStartFlameSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceStopFlameSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceStopFlameSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceFramesPerRotSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceFramesPerRotSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomFramesPerRotMaxSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceRandomFramesPerRotMaxSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRotationsSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceRotationsSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceRandomRotationsMaxSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceRandomRotationsMaxSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceBlendFramesSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceBlendFramesSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomBlendMaxFramesSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceRandomBlendMaxFramesSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeStaggerCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeStaggerCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeFramesPerRotCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeFramesPerRotCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeRotationsCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeRotationsCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeBlendFramesCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeBlendFramesCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomizeRotationsPerBlendCheckBox, SIGNAL(stateChanged(int)), this, SLOT(OnSequenceRandomizeRotationsPerBlendCheckBoxStateChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceStaggerSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceStaggerSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceRandomStaggerMaxSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceRandomStaggerMaxSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceStartFlameSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceStartFlameSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceStopFlameSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceStopFlameSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceFramesPerRotSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceFramesPerRotSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomFramesPerRotMaxSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceRandomFramesPerRotMaxSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRotationsSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceRotationsSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceRandomRotationsMaxSpinBox, SIGNAL(valueChanged(double)), this, SLOT(OnSequenceRandomRotationsMaxSpinBoxChanged(double)), Qt::QueuedConnection);
connect(ui.SequenceBlendFramesSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceBlendFramesSpinBoxChanged(int)), Qt::QueuedConnection);
connect(ui.SequenceRandomBlendMaxFramesSpinBox, SIGNAL(valueChanged(int)), this, SLOT(OnSequenceRandomBlendMaxFramesSpinBoxChanged(int)), Qt::QueuedConnection);
}
/// <summary>
/// Get the index of the currently selected ember in the library tree.
/// </summary>
/// <returns>A pair containing the index of the item clicked and a pointer to the item</param>
pair<size_t, QTreeWidgetItem*> Fractorium::GetCurrentEmberIndex()
vector<pair<size_t, QTreeWidgetItem*>> Fractorium::GetCurrentEmberIndex()
{
int index = 0;
QTreeWidgetItem* item = nullptr;
auto tree = ui.LibraryTree;
vector<pair<size_t, QTreeWidgetItem*>> v;
if (auto top = tree->topLevelItem(0))
{
@ -58,14 +60,14 @@ pair<size_t, QTreeWidgetItem*> Fractorium::GetCurrentEmberIndex()
{
item = top->child(index);
if (item && !item->isSelected())
index++;
else
break;
if (item && item->isSelected())
v.push_back(make_pair(index, item));
index++;
}
}
return make_pair(index, item);
return v;
}
/// <summary>
@ -218,6 +220,9 @@ void FractoriumEmberController<T>::EmberTreeItemChanged(QTreeWidgetItem* item, i
if (auto emberItem = dynamic_cast<EmberTreeWidgetItem<T>*>(item))
{
if (!emberItem->isSelected())//Checking/unchecking other items shouldn't perform the processing below.
return;
if (emberItem->text(0).isEmpty())//Prevent empty string.
{
emberItem->UpdateEditText();
@ -225,11 +230,16 @@ void FractoriumEmberController<T>::EmberTreeItemChanged(QTreeWidgetItem* item, i
}
string oldName = emberItem->GetEmber()->m_Name;//First preserve the previous name.
string newName = emberItem->text(0).toStdString();
if (oldName == newName)//If nothing changed, nothing to do.
return;
tree->blockSignals(true);
emberItem->UpdateEmberName();//Copy edit text to the ember's name variable.
m_EmberFile.MakeNamesUnique();//Ensure all names remain unique.
SyncLibrary(eLibraryUpdate::NAME);//Copy all ember names to the tree items since some might have changed to be made unique.
string newName = emberItem->GetEmber()->m_Name;//Get the new, final, unique name.
newName = emberItem->GetEmber()->m_Name;//Get the new, final, unique name.
if (m_EmberFilePointer == emberItem->GetEmber() && oldName != newName)//If the ember edited was the current one, and the name was indeed changed, update the name of the current one.
{
@ -263,20 +273,15 @@ void Fractorium::OnEmberTreeItemChanged(QTreeWidgetItem* item, int col) { m_Cont
/// Clears the undo state.
/// Resets the rendering process.
/// Called when the user double clicks on a library tree item.
/// This will get called twice for some reason, and there's no way to prevent it.
/// Doesn't seem to cause any problems.
/// This will get called twice for some reason, so the check state is checked to prevent duplicate processing.
/// </summary>
/// <param name="item">The item double clicked on</param>
/// <param name="col">The column clicked, ignored.</param>
/// <param name="col">The column clicked</param>
template <typename T>
void FractoriumEmberController<T>::EmberTreeItemDoubleClicked(QTreeWidgetItem* item, int col)
{
if (auto emberItem = dynamic_cast<EmberTreeWidgetItem<T>*>(item))
{
//qDebug() << "Setting current ember to: " << QString::fromStdString(emberItem->GetEmber()->m_Name);
ClearUndo();
SetEmber(*emberItem->GetEmber(), false, true);
}
if (item->checkState(col) == Qt::Unchecked)
SetEmber(m_Fractorium->ui.LibraryTree->currentIndex().row(), false);
}
void Fractorium::OnEmberTreeItemDoubleClicked(QTreeWidgetItem* item, int col) { m_Controller->EmberTreeItemDoubleClicked(item, col); }
@ -287,32 +292,56 @@ void Fractorium::OnEmberTreeItemDoubleClicked(QTreeWidgetItem* item, int col) {
/// <param name="startRow">The index of the source item to move</param>
/// <param name="destRow">The destination index to move the item to</param>
template <typename T>
void FractoriumEmberController<T>::MoveLibraryItems(int startRow, int destRow)
void FractoriumEmberController<T>::MoveLibraryItems(const QModelIndexList& items, int destRow)
{
int i = 0;
auto startRow = items[0].row();
auto tree = m_Fractorium->ui.LibraryTree;
auto top = tree->topLevelItem(0);
list<QString> names;
for (auto& item : items)
if (auto temp = m_EmberFile.Get(item.row()))
names.push_back(QString::fromStdString(temp->m_Name));
auto b = m_EmberFile.m_Embers.begin();
auto s = Advance(b, startRow);
auto d = Advance(b, destRow);
m_EmberFile.m_Embers.splice(d, m_EmberFile.m_Embers, s);
SyncLibrary(eLibraryUpdate::INDEX);//Only indices need syncing.
auto result = Gather(b, m_EmberFile.m_Embers.end(), Advance(b, destRow), [&](const Ember<T>& ember)
{
auto qname = QString::fromStdString(ember.m_Name);
auto position = std::find(names.begin(), names.end(), qname);
if (position != names.end())
{
names.erase(position);
return true;
}
return false;
});
SyncLibrary(eLibraryUpdate(eLibraryUpdate::INDEX | eLibraryUpdate::POINTER));
}
/// <summary>
/// Delete the currently selected item in the tree.
/// Note this is not necessarilly the current ember, it's just the item
/// in the tree that is selected.
/// Delete the currently selected items in the tree.
/// Note this is not necessarilly the current ember, it's just the items
/// in the tree that are selected.
/// </summary>
/// <param name="p">A pair containing the index of the item clicked and a pointer to the item</param>
/// <param name="v">A vector of pairs, each containing the index of the item selected and a pointer to the item</param>
template <typename T>
void FractoriumEmberController<T>::Delete(const pair<size_t, QTreeWidgetItem*>& p)
void FractoriumEmberController<T>::Delete(const vector<pair<size_t, QTreeWidgetItem*>>& v)
{
if (m_EmberFile.Delete(p.first))
size_t offset = 0;
for (auto& p : v)
{
delete p.second;
SyncLibrary(eLibraryUpdate::INDEX);
m_Fractorium->SyncFileCountToSequenceCount();
if (p.second && m_EmberFile.Delete(p.first - offset))
{
delete p.second;
SyncLibrary(eLibraryUpdate::INDEX);
m_Fractorium->SyncFileCountToSequenceCount();
}
offset++;
}
//If there is now only one item left and it wasn't selected, select it.
@ -327,10 +356,10 @@ void FractoriumEmberController<T>::Delete(const pair<size_t, QTreeWidgetItem*>&
/// Called when the user presses and releases the delete key while the library tree has the focus,
/// and an item is selected.
/// </summary>
/// <param name="p">A pair containing the index of the item clicked and a pointer to the item</param>
void Fractorium::OnDelete(const pair<size_t, QTreeWidgetItem*>& p)
/// <param name="v">A vector of pairs, each containing the index of the item selected and a pointer to the item</param>
void Fractorium::OnDelete(const vector<pair<size_t, QTreeWidgetItem*>>& v)
{
m_Controller->Delete(p);
m_Controller->Delete(v);
}
/// <summary>
@ -506,18 +535,30 @@ void FractoriumEmberController<T>::SequenceGenerateButtonClicked()
Ember<T> result;
auto& ui = m_Fractorium->ui;
auto s = m_Fractorium->m_Settings;
//Bools for determining whether to use hard coded vs. random values.
bool randStagger = ui.SequenceRandomizeStaggerCheckBox->isChecked();
bool randFramesRot = ui.SequenceRandomizeFramesPerRotCheckBox->isChecked();
bool randRot = ui.SequenceRandomizeRotationsCheckBox->isChecked();
bool randBlend = ui.SequenceRandomizeBlendFramesCheckBox->isChecked();
bool randBlendRot = ui.SequenceRandomizeRotationsPerBlendCheckBox->isChecked();
//The direction to rotate the loops.
bool loopsCw = ui.SequenceRotationsCWCheckBox->isChecked();
bool loopsBlendCw = ui.SequenceRotationsPerBlendCWCheckBox->isChecked();
//Whether to stagger, default is 1 which means no stagger.
double stagger = ui.SequenceStaggerSpinBox->value();
double staggerMax = ui.SequenceRandomStaggerMaxSpinBox->value();
//Rotations on keyframes.
double rots = ui.SequenceRotationsSpinBox->value();
double rotsMax = ui.SequenceRandomRotationsMaxSpinBox->value();
//Number of frames it takes to rotate a keyframe.
int framesPerRot = ui.SequenceFramesPerRotSpinBox->value();
int framesPerRotMax = ui.SequenceRandomFramesPerRotMaxSpinBox->value();
//Number of frames it takes to interpolate.
int framesBlend = ui.SequenceBlendFramesSpinBox->value();
int framesBlendMax = ui.SequenceRandomBlendMaxFramesSpinBox->value();
//Number of rotations performed during interpolation.
int rotsPerBlend = ui.SequenceRotationsPerBlendSpinBox->value();
int rotsPerBlendMax = ui.SequenceRotationsPerBlendMaxSpinBox->value();
size_t start = ui.SequenceStartFlameSpinBox->value();
size_t stop = ui.SequenceStopFlameSpinBox->value();
size_t startCount = ui.SequenceStartCountSpinBox->value();
@ -533,6 +574,24 @@ void FractoriumEmberController<T>::SequenceGenerateButtonClicked()
#else
"~/.config/fractorium";
#endif
if (!randRot && !randBlend)
{
if ((!rots || !framesPerRot) && !framesBlend)
{
QMessageBox::critical(m_Fractorium, "Animation sequence parameters error",
"Rotations and Frames per rot, or blend frames must be positive and non-zero");
return;
}
if (framesPerRot > 1 && !rots)//Because framesPerRot control has a min value of 1, check greater than 1. Also don't need to check the inverse like in EmberGenome.
{
QMessageBox::critical(m_Fractorium, "Animation sequence parameters error",
"Frames per rot cannot be positive while Rotations is zero");
return;
}
}
SheepTools<T, float> tools(palettePath, EmberCommon::CreateRenderer<T>(eRendererType::CPU_RENDERER, devices, false, 0, emberReport));
tools.SetSpinParams(true,
stagger,//Will be set again below if random is used.
@ -584,7 +643,7 @@ void FractoriumEmberController<T>::SequenceGenerateButtonClicked()
for (frame = 0; frame < roundFrames; frame++)
{
blend = frame / rotFrames;
tools.Spin(embers[0], nullptr, result, startCount + frameCount++, blend);//Result is cleared and reassigned each time inside of Spin().
tools.Spin(embers[0], nullptr, result, startCount + frameCount++, blend, loopsCw);//Result is cleared and reassigned each time inside of Spin().
FormatName(result, os, padding);
m_SequenceFile.m_Embers.push_back(result);
}
@ -594,7 +653,7 @@ void FractoriumEmberController<T>::SequenceGenerateButtonClicked()
//result will be the starting point for the interp phase below.
frame = roundFrames;
blend = frame / rotFrames;
tools.Spin(embers[0], nullptr, result, startCount + frameCount, blend);//Do not increment frameCount here.
tools.Spin(embers[0], nullptr, result, startCount + frameCount, blend, loopsCw);//Do not increment frameCount here.
FormatName(result, os, padding);
}
@ -606,6 +665,8 @@ void FractoriumEmberController<T>::SequenceGenerateButtonClicked()
auto it2 = it;//Need a quick temporary to avoid modifying it which is used in the loop.
embers[1] = *(++it2);//Get the next ember to be used with blending below.
size_t blendFrames = randBlend ? m_Rand.Frand<double>(framesBlend, framesBlendMax) : framesBlend;
double d = randBlendRot ? m_Rand.Frand<double>(rotsPerBlend, rotsPerBlendMax) : double(rotsPerBlend);
size_t rpb = size_t(std::round(d));
if (randStagger)
tools.Stagger(m_Rand.Frand<double>(stagger, staggerMax));
@ -615,7 +676,7 @@ void FractoriumEmberController<T>::SequenceGenerateButtonClicked()
bool seqFlag = frame == 0 || (frame == blendFrames - 1);
blend = frame / double(blendFrames);
result.Clear();
tools.SpinInter(&embers[0], nullptr, result, startCount + frameCount++, seqFlag, blend);
tools.SpinInter(&embers[0], nullptr, result, startCount + frameCount++, seqFlag, blend, rpb, loopsBlendCw);
FormatName(result, os, padding);
m_SequenceFile.m_Embers.push_back(result);
}
@ -623,7 +684,7 @@ void FractoriumEmberController<T>::SequenceGenerateButtonClicked()
}
it = Advance(m_EmberFile.m_Embers.begin(), stop);
tools.Spin(*it, nullptr, result, startCount + frameCount, 0);
tools.Spin(*it, nullptr, result, startCount + frameCount, 0, loopsBlendCw);
FormatName(result, os, padding);
m_SequenceFile.m_Embers.push_back(result);
FillSequenceTree();//The sequence has been generated, now create preview thumbnails.
@ -730,6 +791,7 @@ void Fractorium::OnSequenceRandomizeStaggerCheckBoxStateChanged(int state) { ui.
void Fractorium::OnSequenceRandomizeFramesPerRotCheckBoxStateChanged(int state) { ui.SequenceRandomFramesPerRotMaxSpinBox->setEnabled(state); }
void Fractorium::OnSequenceRandomizeRotationsCheckBoxStateChanged(int state) { ui.SequenceRandomRotationsMaxSpinBox->setEnabled(state); }
void Fractorium::OnSequenceRandomizeBlendFramesCheckBoxStateChanged(int state) { ui.SequenceRandomBlendMaxFramesSpinBox->setEnabled(state); }
void Fractorium::OnSequenceRandomizeRotationsPerBlendCheckBoxStateChanged(int state) { ui.SequenceRotationsPerBlendMaxSpinBox->setEnabled(state); }
/// <summary>
/// Constrain all min/max spinboxes.