--User changes

-Support 4k monitors, and in general, properly scale any monitor that is not HD.
 -Allow for a spatial filter of radius zero, which means do not use a spatial filter.
 -Add new variations: concentric, cpow3, helicoid, helix, rand_cubes, sphereblur.
 -Use a new method for computing elliptic which is more precise. Developed by Discord user Claude.
 -Remove the 8 variation per xform limitation on the GPU.
 -Allow for loading the last flame file on startup, rather than randoms.
 -Use two different default quality values in the interactive renderer, one each for CPU and GPU.
 -Creating linked xforms was using non-standard behavior. Make it match Apo and also support creating multiple linked xforms at once.

--Bug fixes
 -No variations in an xform used to have the same behavior as a single linear variation with weight 1. While sensible, this breaks backward compatibility. No variations now sets the output point to zeroes.
 -Prevent crashing the program when adjusting a value on the main window while a final render is in progress.
 -The xaos table was inverted.

--Code changes
 -Convert projects to Visual Studio 2017.
 -Change bad vals from +- 1e10 to +-1e20.
 -Reintroduce the symmetry tag in xforms for legacy support in programs that do not use color_speed.
 -Compiler will not let us use default values in templated member functions anymore.
This commit is contained in:
Person
2017-11-26 17:27:00 -08:00
parent be1bfd9ab6
commit fcd060976c
74 changed files with 7559 additions and 3188 deletions

View File

@ -97,7 +97,7 @@ void FractoriumEmberControllerBase::UpdateRender(eProcessAction action)
void FractoriumEmberControllerBase::DeleteRenderer()
{
Shutdown();
m_Renderer.reset();
m_Renderer = make_unique<EmberNs::Renderer<float, float>>();
if (GLController())
GLController()->ClearWindow();
@ -299,6 +299,9 @@ bool FractoriumEmberController<T>::SyncSizes()
template <typename T>
bool FractoriumEmberController<T>::Render()
{
if (!m_Renderer.get())
return false;
m_Rendering = true;
bool success = true;
auto gl = m_Fractorium->ui.GLDisplay;
@ -567,7 +570,7 @@ bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, cons
if (m_RenderType == eRendererType::OPENCL_RENDERER)
{
auto val = 30 * m_Fractorium->m_Settings->Devices().size();
auto val = m_Fractorium->m_Settings->OpenClQuality() * m_Fractorium->m_Settings->Devices().size();
m_Fractorium->m_QualitySpin->DoubleClickZero(val);
m_Fractorium->m_QualitySpin->DoubleClickNonZero(val);
@ -576,11 +579,12 @@ bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, cons
}
else
{
m_Fractorium->m_QualitySpin->DoubleClickZero(10);
m_Fractorium->m_QualitySpin->DoubleClickNonZero(10);
auto quality = m_Fractorium->m_Settings->CpuQuality();
m_Fractorium->m_QualitySpin->DoubleClickZero(quality);
m_Fractorium->m_QualitySpin->DoubleClickNonZero(quality);
if (m_Fractorium->m_QualitySpin->value() > 10)
m_Fractorium->m_QualitySpin->setValue(10);
if (m_Fractorium->m_QualitySpin->value() > quality)
m_Fractorium->m_QualitySpin->setValue(quality);
}
m_Renderer->Callback(this);