#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, nullptr); m_SequencePreviewRenderer = make_unique<TreePreviewRenderer<T>>(this, m_Fractorium->ui.SequenceTree, m_SequenceFile, m_Fractorium->ui.SequenceProgressBar); 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\nExiting."; 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, int xformIndex) { SetEmberPrivate<float>(ember, verbatim, updatePointer, xformIndex); } 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>::CopyXaosToggleEmber(Ember<float>& ember) { ember = m_XaosToggleEmber; } template <typename T> void FractoriumEmberController<T>::SetXaosToggleEmber(const Ember<float>& ember) { m_XaosToggleEmber = ember; } 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, int xformIndex) { SetEmberPrivate<double>(ember, verbatim, updatePointer, xformIndex); } 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>::CopyXaosToggleEmber(Ember<double>& ember) { ember = m_XaosToggleEmber; } template <typename T> void FractoriumEmberController<T>::SetXaosToggleEmber(const Ember<double>& ember) { m_XaosToggleEmber = ember; } 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. /// Also attempt to keep the same xform inxed selected, which is useful when switching between many /// similar embers when setting up animation keyframes. /// 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()) { auto currentXformIndex = m_Fractorium->ui.CurrentXformCombo->currentIndex(); m_Fractorium->SelectLibraryItem(index); ClearUndo(); SetEmber(*m_EmberFile.Get(index), verbatim, true, currentXformIndex); } } /// <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> /// <param name="xformIndex">The xform index to select as the current one</param> template <typename T> template <typename U> void FractoriumEmberController<T>::SetEmberPrivate(const Ember<U>& ember, bool verbatim, bool updatePointer, int xformIndex) { 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; m_XaosToggleEmber.Clear(); 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(xformIndex);//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; double prc = 0; double ct = 0; double total = end - start; if (m_Pb) QMetaObject::invokeMethod(m_Pb, "setValue", Qt::QueuedConnection, Q_ARG(const int, 0)); 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)); prc = 100.0 * (++ct / total); if (m_Pb) QMetaObject::invokeMethod(m_Pb, "setValue", Qt::QueuedConnection, Q_ARG(const int, int(prc))); treeItem->SetRendered(); } } } } if (m_Pb) QMetaObject::invokeMethod(m_Pb, "setValue", Qt::QueuedConnection, Q_ARG(const int, 100)); } } 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