#include "FractoriumPch.h"
#include "Fractorium.h"
///
/// Initialize the parameters UI.
///
void Fractorium::InitParamsUI()
{
int row = 0;
int spinHeight = 20;
double dmax = numeric_limits::max();
vector comboVals;
QTableWidget* table = ui.ColorTable;
//Because QTableWidget does not allow for a single title bar/header
//at the top of a multi-column table, the workaround hack is to just
//make another single column table with no rows, and use the single
//column header as the title bar. Then positioning it right above the table
//that holds the data. Disallow selecting and resizing of the title bar.
SetFixedTableHeader(ui.ColorTableHeader->horizontalHeader());
SetFixedTableHeader(ui.GeometryTableHeader->horizontalHeader());
SetFixedTableHeader(ui.FilterTableHeader->horizontalHeader());
SetFixedTableHeader(ui.IterationTableHeader->horizontalHeader());
SetFixedTableHeader(ui.AnimationTableHeader->horizontalHeader());
//Color.
SetupSpinner(table, this, row, 1, m_BrightnessSpin, spinHeight, 0.05, 1000, 1, SIGNAL(valueChanged(double)), SLOT(OnBrightnessChanged(double)), true, 4.0, 4.0, 4.0);
SetupSpinner(table, this, row, 1, m_GammaSpin, spinHeight, 1, 9999, 0.5, SIGNAL(valueChanged(double)), SLOT(OnGammaChanged(double)), true, 4.0, 4.0, 4.0);
SetupSpinner(table, this, row, 1, m_GammaThresholdSpin, spinHeight, 0, 10, 0.01, SIGNAL(valueChanged(double)), SLOT(OnGammaThresholdChanged(double)), true, 0.1, 0.1, 0.0);
SetupSpinner(table, this, row, 1, m_VibrancySpin, spinHeight, 0, 30, 0.01, SIGNAL(valueChanged(double)), SLOT(OnVibrancyChanged(double)), true, 1.0, 1.0, 0.0);
SetupSpinner(table, this, row, 1, m_HighlightSpin, spinHeight, -1.0, 10, 0.1, SIGNAL(valueChanged(double)), SLOT(OnHighlightPowerChanged(double)), true, 1.0, 1.0, -1.0);
m_HighlightSpin->DoubleClickLowVal(-1.0);
m_GammaThresholdSpin->setDecimals(4);
m_BackgroundColorButton = new QPushButton("...", table);
m_BackgroundColorButton->setMinimumWidth(21);
m_BackgroundColorButton->setMaximumWidth(21);
table->setCellWidget(row, 1, m_BackgroundColorButton);
table->item(row, 1)->setTextAlignment(Qt::AlignRight | Qt::AlignVCenter);
connect(m_BackgroundColorButton, SIGNAL(clicked(bool)), this, SLOT(OnBackgroundColorButtonClicked(bool)), Qt::QueuedConnection);
row++;
comboVals.push_back("Step");
comboVals.push_back("Linear");
SetupCombo(table, this, row, 1, m_PaletteModeCombo, comboVals, SIGNAL(currentIndexChanged(int)), SLOT(OnPaletteModeComboCurrentIndexChanged(int)));
m_PaletteModeCombo->SetCurrentIndexStealth(int(ePaletteMode::PALETTE_LINEAR));
table->horizontalHeader()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
//Geometry.
row = 0;
table = ui.GeometryTable;
SetupSpinner (table, this, row, 1, m_WidthSpin, spinHeight, 10, 2048, 50, SIGNAL(valueChanged(int)), SLOT(OnWidthChanged(int)), true, width(), width(), width());
SetupSpinner (table, this, row, 1, m_HeightSpin, spinHeight, 10, 2048, 50, SIGNAL(valueChanged(int)), SLOT(OnHeightChanged(int)), true, height(), height(), height());
SetupSpinner(table, this, row, 1, m_CenterXSpin, spinHeight, -dmax, dmax, 0.05, SIGNAL(valueChanged(double)), SLOT(OnCenterXChanged(double)), true, 0, 0, 0);
SetupSpinner(table, this, row, 1, m_CenterYSpin, spinHeight, -dmax, dmax, 0.05, SIGNAL(valueChanged(double)), SLOT(OnCenterYChanged(double)), true, 0, 0, 0);
SetupSpinner(table, this, row, 1, m_ScaleSpin, spinHeight, 10, dmax, 20, SIGNAL(valueChanged(double)), SLOT(OnScaleChanged(double)), true, 240, 240, 240);
SetupSpinner(table, this, row, 1, m_ZoomSpin, spinHeight, 0, 25, 0.2, SIGNAL(valueChanged(double)), SLOT(OnZoomChanged(double)), true, 0, 0, 0);
SetupSpinner(table, this, row, 1, m_RotateSpin, spinHeight, -180, 180, 10, SIGNAL(valueChanged(double)), SLOT(OnRotateChanged(double)), true, 0, 0, 0);
SetupSpinner(table, this, row, 1, m_ZPosSpin, spinHeight, -1000, 1000, 1, SIGNAL(valueChanged(double)), SLOT(OnZPosChanged(double)), true, 0, 1, 0);
SetupSpinner(table, this, row, 1, m_PerspectiveSpin, spinHeight, -500, 500, 0.01, SIGNAL(valueChanged(double)), SLOT(OnPerspectiveChanged(double)), true, 0, 1, 0);
SetupSpinner(table, this, row, 1, m_PitchSpin, spinHeight, -dmax, dmax, 1, SIGNAL(valueChanged(double)), SLOT(OnPitchChanged(double)), true, 0, 45, 0);
SetupSpinner(table, this, row, 1, m_YawSpin, spinHeight, -dmax, dmax, 1, SIGNAL(valueChanged(double)), SLOT(OnYawChanged(double)), true, 0, 45, 0);
SetupSpinner(table, this, row, 1, m_DepthBlurSpin, spinHeight, -dmax, dmax, 0.01, SIGNAL(valueChanged(double)), SLOT(OnDepthBlurChanged(double)), true, 0, 1, 0);
m_WidthSpin->m_DoubleClickNonZeroEvent = [&](SpinBox * sb, int val)
{
m_Controller->ResizeAndScale(val, m_HeightSpin->DoubleClickNonZero(), eScaleType::SCALE_WIDTH);
m_HeightSpin->SetValueStealth(m_HeightSpin->DoubleClickNonZero());
};
m_HeightSpin->m_DoubleClickNonZeroEvent = [&](SpinBox * sb, int val)
{
m_Controller->ResizeAndScale(m_WidthSpin->DoubleClickNonZero(), val, eScaleType::SCALE_HEIGHT);
m_WidthSpin->SetValueStealth(m_WidthSpin->DoubleClickNonZero());
};
//Set w/h max values.
m_CenterXSpin->setDecimals(3);
m_CenterYSpin->setDecimals(3);
m_ZPosSpin->setDecimals(3);
m_PerspectiveSpin->setDecimals(4);
m_DepthBlurSpin->setDecimals(3);
table->horizontalHeader()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
//Filter.
row = 0;
table = ui.FilterTable;
SetupSpinner(table, this, row, 1, m_SpatialFilterWidthSpin, spinHeight, 0, 2, 0.1, SIGNAL(valueChanged(double)), SLOT(OnSpatialFilterWidthChanged(double)), true, 1.0, 1.0, 0);
m_SpatialFilterWidthSpin->DoubleClickLowVal(0.1);
comboVals = SpatialFilterCreator::FilterTypes();
SetupCombo(table, this, row, 1, m_SpatialFilterTypeCombo, comboVals, SIGNAL(currentIndexChanged(const QString&)), SLOT(OnSpatialFilterTypeComboCurrentIndexChanged(const QString&)));
SetupSpinner(table, this, row, 1, m_DEFilterMinRadiusSpin, spinHeight, 0, 25, 1, SIGNAL(valueChanged(double)), SLOT(OnDEFilterMinRadiusWidthChanged(double)), true, 0, 0, 0);
SetupSpinner(table, this, row, 1, m_DEFilterMaxRadiusSpin, spinHeight, 0, 25, 1, SIGNAL(valueChanged(double)), SLOT(OnDEFilterMaxRadiusWidthChanged(double)), true, 0.0, 9.0, 0);
SetupSpinner(table, this, row, 1, m_DECurveSpin, spinHeight, 0.15, 5, 0.1, SIGNAL(valueChanged(double)), SLOT(OnDEFilterCurveWidthChanged(double)), true, 0.4, 0.4, 0.4);
table->horizontalHeader()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
//Iteration.
row = 0;
table = ui.IterationTable;
auto quality = m_Settings->OpenCL() ? m_Settings->OpenClQuality() : m_Settings->CpuQuality();
SetupSpinner( table, this, row, 1, m_SbsSpin, spinHeight, 1000, 100000, 100, SIGNAL(valueChanged(int)), SLOT(OnSbsChanged(int)), true, DEFAULT_SBS, DEFAULT_SBS, DEFAULT_SBS);
SetupSpinner( table, this, row, 1, m_FuseSpin, spinHeight, 1, 1000, 5, SIGNAL(valueChanged(int)), SLOT(OnFuseChanged(int)), true, 15, 15, 15);
SetupSpinner(table, this, row, 1, m_QualitySpin, spinHeight, 1, dmax, 50, SIGNAL(valueChanged(double)), SLOT(OnQualityChanged(double)), true, quality, 10, 10);
SetupSpinner( table, this, row, 1, m_SupersampleSpin, spinHeight, 1, 4, 1, SIGNAL(valueChanged(int)), SLOT(OnSupersampleChanged(int)), true, 1, 1, 1);
table->horizontalHeader()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
//Animation.
row = 0;
table = ui.AnimationTable;
comboVals.clear();
comboVals.push_back("Linear");
comboVals.push_back("Smooth");
SetupCombo(table, this, row, 1, m_InterpTypeCombo, comboVals, SIGNAL(currentIndexChanged(int)), SLOT(OnInterpTypeComboCurrentIndexChanged(int)));
m_InterpTypeCombo->SetCurrentIndexStealth(int(eInterp::EMBER_INTERP_SMOOTH));
comboVals.clear();
comboVals.push_back("Linear");
comboVals.push_back("Log");
SetupCombo( table, this, row, 1, m_AffineInterpTypeCombo, comboVals, SIGNAL(currentIndexChanged(int)), SLOT(OnAffineInterpTypeComboCurrentIndexChanged(int)));
m_AffineInterpTypeCombo->SetCurrentIndexStealth(int(eAffineInterp::AFFINE_INTERP_LOG));
SetupSpinner( table, this, row, 1, m_TemporalSamplesSpin, spinHeight, 1, 5000, 1, SIGNAL(valueChanged(int)), SLOT(OnTemporalSamplesChanged(int)), true, 1000);
SetupSpinner(table, this, row, 1, m_TemporalFilterWidthSpin, spinHeight, 1, 10, 1, SIGNAL(valueChanged(double)), SLOT(OnTemporalFilterWidthChanged(double)), true, 1);
comboVals = TemporalFilterCreator::FilterTypes();
SetupCombo( table, this, row, 1, m_TemporalFilterTypeCombo, comboVals, SIGNAL(currentIndexChanged(const QString&)), SLOT(OnTemporalFilterTypeComboCurrentIndexChanged(const QString&)));
table->horizontalHeader()->setSectionResizeMode(0, QHeaderView::ResizeToContents);
}
///
/// Return whether the apply all checkbox is checked.
///
/// True if checked, else false.
bool Fractorium::ApplyAll()
{
return ui.ApplyAllParamsCheckBox->isChecked();
}
///
/// Color.
///
///
/// Set the brightness to be used for calculating K1 and K2 for filtering and final accum.
/// Called when brightness spinner is changed.
/// Resets the rendering process to the filtering stage.
///
/// The brightness
template
void FractoriumEmberController::BrightnessChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_Brightness = d;
}, true, eProcessAction::FILTER_AND_ACCUM, m_Fractorium->ApplyAll());
}
void Fractorium::OnBrightnessChanged(double d) { m_Controller->BrightnessChanged(d); }
///
/// Set the gamma to be used for final accum.
/// Called when gamma spinner is changed.
/// Resets the rendering process if temporal samples is greater than 1,
/// else if early clip is true, filter and accum, else final accum only.
///
/// The gamma value
template void FractoriumEmberController::GammaChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_Gamma = d;
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY, m_Fractorium->ApplyAll());
}
void Fractorium::OnGammaChanged(double d) { m_Controller->GammaChanged(d); }
///
/// Set the gamma threshold to be used for final accum.
/// Called when gamma threshold spinner is changed.
/// Resets the rendering process to the final accumulation stage.
///
/// The gamma threshold
template void FractoriumEmberController::GammaThresholdChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_GammaThresh = d;
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY, m_Fractorium->ApplyAll());
}
void Fractorium::OnGammaThresholdChanged(double d) { m_Controller->GammaThresholdChanged(d); }
///
/// Set the vibrancy to be used for final accum.
/// Called when vibrancy spinner is changed.
/// Resets the rendering process to the final accumulation stage if temporal samples is 1, else full reset.
///
/// The vibrancy
template void FractoriumEmberController::VibrancyChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_Vibrancy = d;
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY, m_Fractorium->ApplyAll());
}
void Fractorium::OnVibrancyChanged(double d) { m_Controller->VibrancyChanged(d); }
///
/// Set the highlight power to be used for final accum.
/// Called when highlight power spinner is changed.
/// Resets the rendering process to the final accumulation stage.
///
/// The highlight power
template void FractoriumEmberController::HighlightPowerChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_HighlightPower = d;
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY, m_Fractorium->ApplyAll());
}
void Fractorium::OnHighlightPowerChanged(double d) { m_Controller->HighlightPowerChanged(d); }
///
/// Show the color selection dialog.
/// Called when background color button is clicked.
///
/// Ignored
void Fractorium::OnBackgroundColorButtonClicked(bool checked)
{
m_ColorDialog->exec();
}
///
/// Set a new ember background color when the user accepts the color dialog.
/// Also change the background and foreground colors of the color cell in the
/// color params table.
/// Resets the rendering process.
///
/// The color to set, RGB in the 0-255 range
template
void FractoriumEmberController::BackgroundChanged(const QColor& color)
{
int itemRow = 5;
auto colorTable = m_Fractorium->ui.ColorTable;
colorTable->item(itemRow, 1)->setBackgroundColor(color);
auto r = ToString(color.red());
auto g = ToString(color.green());
auto b = ToString(color.blue());
colorTable->item(itemRow, 1)->setTextColor(VisibleColor(color));
colorTable->item(itemRow, 1)->setText("rgb(" + r + ", " + g + ", " + b + ")");
UpdateAll([&](Ember& ember, bool isMain)
{
//Color is 0-255, normalize to 0-1.
ember.m_Background.r = color.red() / 255.0;
ember.m_Background.g = color.green() / 255.0;
ember.m_Background.b = color.blue() / 255.0;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnColorSelected(const QColor& color) { m_Controller->BackgroundChanged(color); }
///
/// Set the palette index interpolation mode.
/// Called when palette mode combo box index is changed.
/// Resets the rendering process.
///
/// The index of the palette mode combo box
template void FractoriumEmberController::PaletteModeChanged(uint i)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_PaletteMode = i == 0 ? ePaletteMode::PALETTE_STEP : ePaletteMode::PALETTE_LINEAR;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnPaletteModeComboCurrentIndexChanged(int index) { m_Controller->PaletteModeChanged(index); }
///
/// Geometry.
///
///
/// Set the width of the ember in pixels to the passed in value.
/// Called when the width spinner is changed in a manner other than double clicking.
/// Resets the rendering process.
///
/// The width value in pixels to set
template void FractoriumEmberController::WidthChanged(uint i)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_FinalRasW = i;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnWidthChanged(int i) { m_Controller->WidthChanged(i); }
///
/// Set the height of the ember in pixels to the passed in value.
/// Called when the height spinner is changed in a manner other than double clicking.
/// Resets the rendering process.
///
/// The height value in pixels to set
template void FractoriumEmberController::HeightChanged(uint i)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_FinalRasH = i;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnHeightChanged(int i) { m_Controller->HeightChanged(i); }
///
/// Set the width and height of the ember in pixels to the passed in values.
/// Called when either the width or height spinners are double clicked.
/// Because this will change the scale value, the scale spinner gets a stealth update.
/// For this reason, the affine scales are reset, even though they are not when doing a manual
/// height or width adjustment.
/// Resets the rendering process.
///
/// The width value in pixels to set
/// The height value in pixels to set
/// The height value in pixels to set
template
void FractoriumEmberController::ResizeAndScale(int width, int height, eScaleType scaleType)
{
UpdateAll([&](Ember& ember, bool isMain)
{
m_Ember.SetSizeAndAdjustScale(width, height, false, scaleType);
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
m_Fractorium->m_ScaleSpin->SetValueStealth(m_Ember.m_PixelsPerUnit);
m_Fractorium->OnActionResetScale(true);
}
///
/// Set the x offset applied to the center of the image.
/// Resets the rendering process.
///
/// The x offset value
template void FractoriumEmberController::CenterXChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_CenterX = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnCenterXChanged(double d) { m_Controller->CenterXChanged(d); }
///
/// Set the y offset applied to the center of the image.
/// Resets the rendering process.
///
/// The y offset value
template void FractoriumEmberController::CenterYChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_CenterY = ember.m_RotCenterY = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnCenterYChanged(double d) { m_Controller->CenterYChanged(d); }
///
/// Set the scale (pixels per unit) value of the image.
/// Note this will not increase the number of iters ran, but will degrade quality.
/// To preserve quality, but exponentially increase iters, use zoom.
/// Called when scale spinner is changed.
/// Resets the rendering process.
///
/// The scale value
template void FractoriumEmberController::ScaleChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_PixelsPerUnit = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnScaleChanged(double d) { m_Controller->ScaleChanged(d); }
///
/// Set the zoom value of the image.
/// Note this will increase the number of iters ran exponentially.
/// To zoom in without increasing iters, but sacrifice quality, use scale.
/// Called when zoom spinner is changed.
/// Resets the rendering process.
///
/// The zoom value
template void FractoriumEmberController::ZoomChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_Zoom = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnZoomChanged(double d) { m_Controller->ZoomChanged(d); }
///
/// Set the angular rotation of the image.
/// Called when rotate spinner is changed.
/// Resets the rendering process.
///
/// The rotation in angles
template void FractoriumEmberController::RotateChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_Rotate = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnRotateChanged(double d) { m_Controller->RotateChanged(d); }
template void FractoriumEmberController::ZPosChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_CamZPos = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnZPosChanged(double d) { m_Controller->ZPosChanged(d); }
template void FractoriumEmberController::PerspectiveChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_CamPerspective = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnPerspectiveChanged(double d) { m_Controller->PerspectiveChanged(d); }
template void FractoriumEmberController::PitchChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_CamPitch = d * DEG_2_RAD;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnPitchChanged(double d) { m_Controller->PitchChanged(d); }
template void FractoriumEmberController::YawChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_CamYaw = d * DEG_2_RAD;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnYawChanged(double d) { m_Controller->YawChanged(d); }
template void FractoriumEmberController::DepthBlurChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_CamDepthBlur = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnDepthBlurChanged(double d) { m_Controller->DepthBlurChanged(d); }
///
/// Filter.
///
///
/// Set the spatial filter width.
/// Called when the spatial filter width spinner is changed.
/// Resets the rendering process to density filtering if early clip is used, else to final accumulation.
///
/// The spatial filter width
template void FractoriumEmberController::SpatialFilterWidthChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_SpatialFilterRadius = d;
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY, m_Fractorium->ApplyAll());
}
void Fractorium::OnSpatialFilterWidthChanged(double d) { m_Controller->SpatialFilterWidthChanged(d); }
///
/// Set the spatial filter type.
/// Called when the spatial filter type combo box index is changed.
/// Resets the rendering process to density filtering if early clip is used, else to final accumulation.
///
/// The spatial filter type
template void FractoriumEmberController::SpatialFilterTypeChanged(const QString& text)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_SpatialFilterType = SpatialFilterCreator::FromString(text.toStdString());
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY, m_Fractorium->ApplyAll());
}
void Fractorium::OnSpatialFilterTypeComboCurrentIndexChanged(const QString& text) { m_Controller->SpatialFilterTypeChanged(text); }
///
/// Set the density estimation filter min radius value.
/// Resets the rendering process to density filtering.
///
/// The min radius value
template
void FractoriumEmberController::DEFilterMinRadiusWidthChanged(double d)
{
if (m_Ember.m_MinRadDE != d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_MinRadDE = d;
}, true, eProcessAction::FILTER_AND_ACCUM, m_Fractorium->ApplyAll());
}
}
void Fractorium::OnDEFilterMinRadiusWidthChanged(double d)
{
ConstrainLow(m_DEFilterMinRadiusSpin, m_DEFilterMaxRadiusSpin);
m_Controller->DEFilterMinRadiusWidthChanged(m_DEFilterMinRadiusSpin->value());
}
///
/// Set the density estimation filter max radius value.
/// Resets the rendering process to density filtering.
///
/// The max radius value
template
void FractoriumEmberController::DEFilterMaxRadiusWidthChanged(double d)
{
if (m_Ember.m_MaxRadDE != d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_MaxRadDE = d;
}, true, eProcessAction::FILTER_AND_ACCUM, m_Fractorium->ApplyAll());
}
}
void Fractorium::OnDEFilterMaxRadiusWidthChanged(double d)
{
ConstrainHigh(m_DEFilterMinRadiusSpin, m_DEFilterMaxRadiusSpin);
m_Controller->DEFilterMaxRadiusWidthChanged(m_DEFilterMaxRadiusSpin->value());
}
///
/// Set the density estimation filter curve value.
/// Resets the rendering process to density filtering.
///
/// The curve value
template void FractoriumEmberController::DEFilterCurveWidthChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_CurveDE = d;
}, true, eProcessAction::FILTER_AND_ACCUM, m_Fractorium->ApplyAll());
}
void Fractorium::OnDEFilterCurveWidthChanged(double d) { m_Controller->DEFilterCurveWidthChanged(d); }
///
/// Iteration.
///
///
/// Set the iteration depth.
/// Called when the sub batch size spinner is changed.
/// Resets the rendering process.
///
/// The sub batch size value to set
template void FractoriumEmberController::SbsChanged(int d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_SubBatchSize = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnSbsChanged(int d) { m_Controller->SbsChanged(d); }
///
/// Set the number of samples to disregard for each sub batch.
/// Called when the fuse count spinner is changed.
/// Resets the rendering process.
///
/// The fuse count value to set
template void FractoriumEmberController::FuseChanged(int d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_FuseCount = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnFuseChanged(int d) { m_Controller->FuseChanged(d); }
///
/// Set the quality.
/// 10 is good for interactive rendering on the CPU.
/// 20-50 is good for OpenCL.
/// Above 500 seems to offer little additional value for final renders.
/// Called when the quality spinner is changed.
/// If rendering is done, and the value is greater than the last value,
/// the rendering process is continued, else it's reset.
///
/// The quality in terms of iterations per pixel
template void FractoriumEmberController::QualityChanged(double d) { }
void Fractorium::OnQualityChanged(double d) { m_Controller->QualityChanged(d); }
///
/// Set the supersample.
/// Note this will dramatically degrade performance, especially in
/// OpenCL, while only giving a minor improvement in visual quality.
/// Values above 2 add no noticeable difference.
/// The user should only use this for a final render, or a quick preview, and then
/// reset it back to 1 when done.
/// Called when the supersample spinner is changed.
/// Resets the rendering process.
///
/// The supersample value to set
template void FractoriumEmberController::SupersampleChanged(int d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_Supersample = d;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
}
void Fractorium::OnSupersampleChanged(int d) { m_Controller->SupersampleChanged(d); }
///
/// Set the affine interpolation type.
/// Does not reset anything because this is only used for animation.
/// In the future, when animation is implemented, this will have an effect.
/// Called when the affine interp type combo box index is changed.
///
/// The index
template
void FractoriumEmberController::AffineInterpTypeChanged(int i)
{
UpdateAll([&](Ember& ember, bool isMain)
{
eAffineInterp interp;
if (i == 0)
interp = eAffineInterp::AFFINE_INTERP_LINEAR;
else if (i == 1)
interp = eAffineInterp::AFFINE_INTERP_LOG;
else
interp = eAffineInterp::AFFINE_INTERP_LINEAR;
ember.m_AffineInterp = interp;
if (!m_Fractorium->ApplyAll())
if (m_EmberFilePointer)
m_EmberFilePointer->m_AffineInterp = interp;
}, false, eProcessAction::NOTHING, m_Fractorium->ApplyAll());
}
void Fractorium::OnAffineInterpTypeComboCurrentIndexChanged(int index) { m_Controller->AffineInterpTypeChanged(index); }
///
/// Set the interpolation type.
/// Does not reset anything because this is only used for animation.
/// Called when the interp type combo box index is changed.
///
/// The index
template
void FractoriumEmberController::InterpTypeChanged(int i)
{
UpdateAll([&](Ember& ember, bool isMain)
{
eInterp interp;
if (i == 0)//Need to make this work like animate flag where it sets the value but doesn't trigger and update.//TODO
interp = eInterp::EMBER_INTERP_LINEAR;
else if (i == 1)
interp = eInterp::EMBER_INTERP_SMOOTH;
else
interp = eInterp::EMBER_INTERP_LINEAR;
ember.m_Interp = interp;
if (!m_Fractorium->ApplyAll())
if (m_EmberFilePointer)
m_EmberFilePointer->m_Interp = interp;
}, false, eProcessAction::NOTHING, m_Fractorium->ApplyAll());
}
void Fractorium::OnInterpTypeComboCurrentIndexChanged(int index) { m_Controller->InterpTypeChanged(index); }
///
/// Set the temporal samples to be used with animation.
/// Called when the temporal samples spinner is changed.
/// Does not reset anything because this is only used for animation.
///
/// The temporal samples value
template
void FractoriumEmberController::TemporalSamplesChanged(int i)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_TemporalSamples = i;//This will be reset on every render to trick the renderer into not thinking it's doing an animation. So setting this has no real effect. Users should set it in the final render dialog when animating.
if (!m_Fractorium->ApplyAll())
if (m_EmberFilePointer)
m_EmberFilePointer->m_TemporalSamples = i;
}, false, eProcessAction::NOTHING, m_Fractorium->ApplyAll());//Don't do anything until animation is implemented.
}
void Fractorium::OnTemporalSamplesChanged(int d) { m_Controller->TemporalSamplesChanged(d); }
///
/// Set the temporal filter width to be used with animation.
/// Called when the temporal filter width spinner is changed.
/// Does not reset anything because this is only used for animation.
///
/// The temporal filter width
template
void FractoriumEmberController::TemporalFilterWidthChanged(double d)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_TemporalFilterWidth = d;
if (!m_Fractorium->ApplyAll())
if (m_EmberFilePointer)
m_EmberFilePointer->m_TemporalFilterWidth = d;
}, false, eProcessAction::NOTHING, m_Fractorium->ApplyAll());//Don't do anything until animation is implemented.
}
void Fractorium::OnTemporalFilterWidthChanged(double d) { m_Controller->TemporalFilterWidthChanged(d); }
///
/// Set the temporal filter type to be used with animation.
/// Called when the temporal filter combo box index is changed.
/// Does not reset anything because this is only used for animation.
///
/// The name of the temporal filter
template
void FractoriumEmberController::TemporalFilterTypeChanged(const QString& text)
{
UpdateAll([&](Ember& ember, bool isMain)
{
auto filter = TemporalFilterCreator::FromString(text.toStdString());
ember.m_TemporalFilterType = filter;
if (!m_Fractorium->ApplyAll())
if (m_EmberFilePointer)
m_EmberFilePointer->m_TemporalFilterType = filter;
}, false, eProcessAction::NOTHING, m_Fractorium->ApplyAll());//Don't do anything until animation is implemented.
}
void Fractorium::OnTemporalFilterTypeComboCurrentIndexChanged(const QString& text) { m_Controller->TemporalFilterTypeChanged(text); }
///
/// Set the center.
/// This updates the spinners as well as the current ember center.
/// Resets the renering process.
///
/// The x offset
/// The y offset
template
void FractoriumEmberController::SetCenter(double x, double y)
{
UpdateAll([&](Ember& ember, bool isMain)
{
ember.m_CenterX = x;
ember.m_CenterY = ember.m_RotCenterY = y;
}, true, eProcessAction::FULL_RENDER, m_Fractorium->ApplyAll());
m_Fractorium->m_CenterXSpin->SetValueStealth(x);//Don't trigger a redraw twice.
m_Fractorium->m_CenterYSpin->SetValueStealth(y);
}
///
/// Fill the parameter tables and palette widgets with values from the current ember.
/// This takes ~1-2ms.
///
template
void FractoriumEmberController::FillParamTablesAndPalette()
{
m_Fractorium->m_BrightnessSpin->SetValueStealth(m_Ember.m_Brightness);//Color.
m_Fractorium->m_GammaSpin->SetValueStealth(m_Ember.m_Gamma);
m_Fractorium->m_GammaThresholdSpin->SetValueStealth(m_Ember.m_GammaThresh);
m_Fractorium->m_VibrancySpin->SetValueStealth(m_Ember.m_Vibrancy);
m_Fractorium->m_HighlightSpin->SetValueStealth(m_Ember.m_HighlightPower);
m_Fractorium->m_ColorDialog->setCurrentColor(QColor(m_Ember.m_Background.r * 255, m_Ember.m_Background.g * 255, m_Ember.m_Background.b * 255));
m_Fractorium->ui.ColorTable->item(5, 1)->setBackgroundColor(m_Fractorium->m_ColorDialog->currentColor());
BackgroundChanged(m_Fractorium->m_ColorDialog->currentColor());
m_Fractorium->m_PaletteModeCombo->SetCurrentIndexStealth(int(m_Ember.m_PaletteMode));
m_Fractorium->m_WidthSpin->SetValueStealth(m_Ember.m_FinalRasW);//Geometry.
m_Fractorium->m_HeightSpin->SetValueStealth(m_Ember.m_FinalRasH);
m_Fractorium->m_CenterXSpin->SetValueStealth(m_Ember.m_CenterX);
m_Fractorium->m_CenterYSpin->SetValueStealth(m_Ember.m_CenterY);
m_Fractorium->m_ScaleSpin->SetValueStealth(m_Ember.m_PixelsPerUnit);
m_Fractorium->m_ZoomSpin->SetValueStealth(m_Ember.m_Zoom);
m_Fractorium->m_RotateSpin->SetValueStealth(m_Ember.m_Rotate);
m_Fractorium->m_ZPosSpin->SetValueStealth(m_Ember.m_CamZPos);
m_Fractorium->m_PerspectiveSpin->SetValueStealth(m_Ember.m_CamPerspective);
m_Fractorium->m_PitchSpin->SetValueStealth(m_Ember.m_CamPitch * RAD_2_DEG_T);
m_Fractorium->m_YawSpin->SetValueStealth(m_Ember.m_CamYaw * RAD_2_DEG_T);
m_Fractorium->m_DepthBlurSpin->SetValueStealth(m_Ember.m_CamDepthBlur);
m_Fractorium->m_SpatialFilterWidthSpin->SetValueStealth(m_Ember.m_SpatialFilterRadius);//Filter.
m_Fractorium->m_SpatialFilterTypeCombo->SetCurrentIndexStealth(int(m_Ember.m_SpatialFilterType));
m_Fractorium->m_TemporalFilterWidthSpin->SetValueStealth(m_Ember.m_TemporalFilterWidth);
m_Fractorium->m_TemporalFilterTypeCombo->SetCurrentIndexStealth(int(m_Ember.m_TemporalFilterType));
m_Fractorium->m_DEFilterMinRadiusSpin->SetValueStealth(m_Ember.m_MinRadDE);
m_Fractorium->m_DEFilterMaxRadiusSpin->SetValueStealth(m_Ember.m_MaxRadDE);
m_Fractorium->m_DECurveSpin->SetValueStealth(m_Ember.m_CurveDE);
m_Fractorium->m_SbsSpin->SetValueStealth(m_Ember.m_SubBatchSize);//Iteration.
m_Fractorium->m_FuseSpin->SetValueStealth(m_Ember.m_FuseCount);
m_Fractorium->m_QualitySpin->SetValueStealth(m_Ember.m_Quality);
m_Fractorium->m_SupersampleSpin->SetValueStealth(m_Ember.m_Supersample);
m_Fractorium->m_TemporalSamplesSpin->SetValueStealth(m_Ember.m_TemporalSamples);
m_Fractorium->m_AffineInterpTypeCombo->SetCurrentIndexStealth(int(m_Ember.m_AffineInterp));
m_Fractorium->m_InterpTypeCombo->SetCurrentIndexStealth(int(m_Ember.m_Interp));
//Palette related items:
//The temp palette is assigned the palette read when the file was parsed/saved. The user can apply adjustments on the GUI later.
//These adjustments will be applied to the temp palette, then assigned back to m_Ember.m_Palette.
//Normally, the temp palette is assigned whenever the user clicks on a palette cell. But since this is not
//called in response to that event, it is skipped here so must do it manually.
m_TempPalette = m_Ember.m_Palette;
//Palette controls are reset on each ember load. This means that if the palette was adjusted, saved, the selected ember
//changed to another, then back, the previously adjusted palette will now be considered the base, and all adjustments set to 0.
//To fix this, the caller must preserve the temp palette and the adjustment values and reassign. See Fractorium::CreateControllerFromOptions()
//for an example.
m_Fractorium->ResetPaletteControls();
auto temp = m_Ember.m_Palette.m_Filename;
if (temp.get())
m_Fractorium->SetPaletteFileComboIndex(*temp.get());
//Update the palette preview widget.
//Since the controls were cleared above, the adjusted palette will be identical to the base palette.
//Callers can set, apply and display palette adjustments after this function exits if needed.
UpdateAdjustedPaletteGUI(m_Ember.m_Palette);//Updating the palette GUI will trigger a full render.
InitLockedScale();
}
///
/// Copy all GUI widget values on the parameters tab to the passed in ember.
///
/// The ember to copy values to.
template
void FractoriumEmberController::ParamsToEmber(Ember& ember)
{
auto color = m_Fractorium->ui.ColorTable->item(5, 1)->backgroundColor();
ember.m_Brightness = m_Fractorium->m_BrightnessSpin->value();//Color.
ember.m_Gamma = m_Fractorium->m_GammaSpin->value();
ember.m_GammaThresh = m_Fractorium->m_GammaThresholdSpin->value();
ember.m_Vibrancy = m_Fractorium->m_VibrancySpin->value();
ember.m_HighlightPower = m_Fractorium->m_HighlightSpin->value();
ember.m_Background.r = color.red() / 255.0;
ember.m_Background.g = color.green() / 255.0;
ember.m_Background.b = color.blue() / 255.0;
ember.m_PaletteMode = ePaletteMode(m_Fractorium->m_PaletteModeCombo->currentIndex());
ember.m_FinalRasW = m_Fractorium->m_WidthSpin->value();//Geometry.
ember.m_FinalRasH = m_Fractorium->m_HeightSpin->value();
ember.m_CenterX = m_Fractorium->m_CenterXSpin->value();
ember.m_CenterY = ember.m_RotCenterY = m_Fractorium->m_CenterYSpin->value();
ember.m_PixelsPerUnit = m_Fractorium->m_ScaleSpin->value();
ember.m_Zoom = m_Fractorium->m_ZoomSpin->value();
ember.m_Rotate = m_Fractorium->m_RotateSpin->value();
ember.m_CamZPos = m_Fractorium->m_ZPosSpin->value();
ember.m_CamPerspective = m_Fractorium->m_PerspectiveSpin->value();
ember.m_CamPitch = m_Fractorium->m_PitchSpin->value() * DEG_2_RAD_T;
ember.m_CamYaw = m_Fractorium->m_YawSpin->value() * DEG_2_RAD_T;
ember.m_CamDepthBlur = m_Fractorium->m_DepthBlurSpin->value();
ember.m_SpatialFilterRadius = m_Fractorium->m_SpatialFilterWidthSpin->value();//Filter.
ember.m_SpatialFilterType = eSpatialFilterType(m_Fractorium->m_SpatialFilterTypeCombo->currentIndex());
ember.m_TemporalFilterWidth = m_Fractorium->m_TemporalFilterWidthSpin->value();
ember.m_TemporalFilterType = eTemporalFilterType(m_Fractorium->m_TemporalFilterTypeCombo->currentIndex());
ember.m_MinRadDE = m_Fractorium->m_DEFilterMinRadiusSpin->value();
ember.m_MaxRadDE = m_Fractorium->m_DEFilterMaxRadiusSpin->value();
ember.m_CurveDE = m_Fractorium->m_DECurveSpin->value();
ember.m_SubBatchSize = m_Fractorium->m_SbsSpin->value();
ember.m_FuseCount = m_Fractorium->m_FuseSpin->value();
ember.m_Quality = m_Fractorium->m_QualitySpin->value();
ember.m_Supersample = m_Fractorium->m_SupersampleSpin->value();
ember.m_TemporalSamples = m_Fractorium->m_TemporalSamplesSpin->value();
ember.m_AffineInterp = eAffineInterp(m_Fractorium->m_AffineInterpTypeCombo->currentIndex());
ember.m_Interp = eInterp(m_Fractorium->m_InterpTypeCombo->currentIndex());
ember.SyncSize();
}
///
/// Set the rotation.
/// This updates the spinner, optionally stealth.
///
/// The rotation value in angles to set
/// True if stealth to skip re-rendering, else false to trigger a new render
void Fractorium::SetRotation(double rot, bool stealth)
{
if (stealth)
m_RotateSpin->SetValueStealth(rot);
else
m_RotateSpin->setValue(rot);
}
///
/// Set the scale.
/// This is the number of raster pixels that correspond to the distance
/// between 0-1 in the cartesian plane. The higher the number, the more
/// zoomed in the image is.
/// Resets the rendering process.
///
/// The scale value
void Fractorium::SetScale(double scale)
{
m_ScaleSpin->setValue(scale);
}
template class FractoriumEmberController;
#ifdef DO_DOUBLE
template class FractoriumEmberController;
#endif