--User changes

-Add variations changes to the list of functionality that can be applied to all xforms using the Select tab.
 -Allow for graphical affine adjustments to apply to multiple selected xforms.
 -Slight optimization of the pie variation.
 -Undo state is only saved when the render completes and the mouse buttons are released. This helps avoid intermediate steps for quickly completing renders while dragging.
 -Add some keyboard shortcuts for toolbar and menu items.
 -Make info tab tree always expanded.

--Bug fixes
 -Make precalcs for all hypertile variations safer by using Zeps() for denominators.
 -Changing the current xform with more than one selected would set all xform's color index value that of the current one.
 -Use hard found palette path information for randoms as well.
 -OpenCL build and assignment errors for Z value in epispiral variation.
 -Unitialized local variables in hexaplay3D, crob, pRose3D.

--Code changes
 -Change static member variables from m_ to s_.
 -Get rid of excessive endl and replace with "\n".
 -Remove old IMAGEGL2D define from before Nvidia supported OpenCL 1.2.
 -Remove old CriticalSection code and use std::recursive_mutex.
 -Make Affine2D Rotate() and RotateTrans() take radians instead of angles.
 -More C++11 work.
 -General cleanup.
This commit is contained in:
mfeemster
2016-02-11 21:38:21 -08:00
parent a345e2d5e1
commit a800b08b67
69 changed files with 981 additions and 1094 deletions

View File

@ -103,6 +103,20 @@ T GLEmberController<T>::CalcRotation()
return rotStart - rot;
}
/// <summary>
/// Snap the passed in world cartesian coordinate to the grid for rotation, scale or translation.
/// </summary>
/// <param name="vec">The world cartesian coordinate to be snapped</param>
/// <returns>The snapped world cartesian coordinate</returns>
template <typename T>
typename v2T GLEmberController<T>::SnapToGrid(v2T& vec)
{
v2T ret;
ret.x = glm::round(vec.x / GridStep) * GridStep;
ret.y = glm::round(vec.y / GridStep) * GridStep;
return ret;
}
/// <summary>
/// Snap the passed in world cartesian coordinate to the grid for rotation, scale or translation.
/// </summary>
@ -135,8 +149,8 @@ typename v3T GLEmberController<T>::SnapToNormalizedAngle(v3T& vec, uint division
for (uint i = 0; i < divisions; i++)
{
theta = 2.0 * M_PI * T(i) / T(divisions);
c.x = cos(theta);
c.y = sin(theta);
c.x = std::cos(theta);
c.y = std::sin(theta);
rsq = glm::distance(vec, c);
if (rsq < bestRsq)
@ -220,7 +234,7 @@ void GLEmberController<double>::MultMatrix(tmat4x4<double, glm::defaultp>& mat)
template <typename T>
void GLEmberController<T>::QueryMatrices(bool print)
{
RendererBase* renderer = m_FractoriumEmberController->Renderer();
auto renderer = m_FractoriumEmberController->Renderer();
if (renderer)
{
@ -242,13 +256,13 @@ void GLEmberController<T>::QueryMatrices(bool print)
if (print)
{
for (size_t i = 0; i < 4; i++)
qDebug() << "Viewport[" << i << "] = " << m_Viewport[i] << endl;
qDebug() << "Viewport[" << i << "] = " << m_Viewport[i] << "\n";
for (size_t i = 0; i < 16; i++)
qDebug() << "Modelview[" << i << "] = " << glm::value_ptr(m_Modelview)[i] << endl;
qDebug() << "Modelview[" << i << "] = " << glm::value_ptr(m_Modelview)[i] << "\n";
for (size_t i = 0; i < 16; i++)
qDebug() << "Projection[" << i << "] = " << glm::value_ptr(m_Projection)[i] << endl;
qDebug() << "Projection[" << i << "] = " << glm::value_ptr(m_Projection)[i] << "\n";
}
}
}