fractorium/Source/Fractorium/GLEmberController.cpp
Person 745f06d29d --User changes
-Remove the Type field from the variations tree and instead just put the type indicator icon next to the variation name.
 -Double clicking to toggle variation parameter spinners now resets the value to the default if there is one, else it uses zero. If it is already using the default, it is toggled to 0.
 -Add a new button to toggle xaos on and off.
 -When duplicating a flame, insert it immediately after the one being duplicated instead of at the end of the file.
 -When switching between flames in a file, keep the same xform index selected rather than resetting it to the first xform each time.
 -Create a threaded writer for the final render and EmberAnimate so the rendering process does not get delayed by file saving which may take a long time.
 -Remove warning which said "Frames per rot cannot be greater than one while Rotations is zero" when generating a sequence.
 -Add the Circle_Rand variation from Chaotica.
 -Add tool tips to clarify the following items:
 --Auto Unique Filenames checkbox in the options dialog.
 --Xaos table headers.

--Bug fixes
 -Generating sequences using the following variations would be done incorrectly: circletrans1, collideoscope, crob, curlsp, glynnsim1, glynnsim2, hypercrop, julian, julian, mobiusn, nblur, waves2, wavesn.
 -Adding/removing nodes from the color curve had accidentally been disabled.
 -The applied xaos weight table was not showing normalized weight values.
 -Changing the size of a flame was not observing the Apply To All checkbox.
 -Do not clamp the Rotate field to +/-180, because this causes the rotation to switch from CW to CCW during sequence generation. Instead, leave it exactly as the user entered it so the rotations proceed in the same direction.
2023-11-21 22:58:22 -07:00

307 lines
11 KiB
C++

#include "FractoriumPch.h"
#include "GLEmberController.h"
#include "FractoriumEmberController.h"
#include "Fractorium.h"
#include "GLWidget.h"
/// <summary>
/// Constructor which assigns pointers to the main window and the GLWidget.
/// </summary>
/// <param name="fractorium">Pointer to the main window</param>
/// <param name="glWidget">Pointer to the GLWidget</param>
GLEmberControllerBase::GLEmberControllerBase(Fractorium* fractorium, GLWidget* glWidget)
{
m_Fractorium = fractorium;
m_GL = glWidget;
m_AffineType = eAffineType::AffinePre;
m_HoverType = eHoverType::HoverNone;
m_DragState = eDragState::DragNone;
m_DragModifier = 0;
}
/// <summary>
/// Empty destructor which does nothing.
/// </summary>
GLEmberControllerBase::~GLEmberControllerBase() { }
/// <summary>
/// Constructor which passes the pointers to the main window the GLWidget to the base,
/// then assigns the pointer to the parent controller.
/// </summary>
/// <param name="fractorium">Pointer to the main window</param>
/// <param name="glWidget">Pointer to the GLWidget</param>
/// <param name="controller">Pointer to the parent controller of the same template type</param>
template <typename T>
GLEmberController<T>::GLEmberController(Fractorium* fractorium, GLWidget* glWidget, FractoriumEmberController<T>* controller)
: GLEmberControllerBase(fractorium, glWidget)
{
GridStep = static_cast<T>(1.0 / 4.0); // michel, needs to insert on GUI to be flexible//TODO
m_FractoriumEmberController = controller;
m_HoverXform = nullptr;
m_SelectedXform = nullptr;
m_CenterDownX = 0;
m_CenterDownY = 0;
}
/// <summary>
/// Empty destructor which does nothing.
/// </summary>
template <typename T>
GLEmberController<T>::~GLEmberController() { }
/// <summary>
/// Check that the final output size of the current ember matches the dimensions passed in.
/// </summary>
/// <param name="w">The width to compare to</param>
/// <param name="h">The height to compare to</param>
/// <returns>True if any don't match, else false if they are both equal.</returns>
template <typename T>
bool GLEmberController<T>::CheckForSizeMismatch(int w, int h)
{
return m_FractoriumEmberController->FinalRasW() != w || m_FractoriumEmberController->FinalRasH() != h;
}
/// <summary>
/// Reset the drag and hover state. Called in response setting a new ember as the current one.
/// </summary>
template <typename T>
void GLEmberController<T>::ResetMouseState()
{
m_HoverType = eHoverType::HoverNone;
m_HoverXform = nullptr;
m_SelectedXform = nullptr;
}
/// <summary>
/// Calculate the scale.
/// Used when dragging the right mouse button.
/// </summary>
/// <returns>The distance dragged in pixels</returns>
template <typename T>
T GLEmberController<T>::CalcScale()
{
//Can't operate using world coords here because every time scale changes, the world bounds change.
//So must instead calculate distance traveled based on window coords, which do not change outside of resize events.
const auto windowCenter = ScrolledCenter(false);
const v2T windowMousePosDistanceFromCenter(m_MousePos.x - windowCenter.x, m_MousePos.y - windowCenter.y);
const v2T windowMouseDownDistanceFromCenter(m_MouseDownPos.x - windowCenter.x, m_MouseDownPos.y - windowCenter.y);
const T lengthMousePosFromCenterInPixels = glm::length(windowMousePosDistanceFromCenter);
const T lengthMouseDownFromCenterInPixels = glm::length(windowMouseDownDistanceFromCenter);
return lengthMousePosFromCenterInPixels - lengthMouseDownFromCenterInPixels;
}
/// <summary>
/// Calculate the rotation.
/// Used when dragging the right mouse button.
/// </summary>
/// <returns>The angular distance rotated from -180-180</returns>
template <typename T>
T GLEmberController<T>::CalcRotation()
{
const auto scrolledWorldCenter = ScrolledCenter(true);
const T rotStart = NormalizeDeg360<T>((std::atan2(m_MouseDownWorldPos.y - scrolledWorldCenter.y, m_MouseDownWorldPos.x - scrolledWorldCenter.x) * RAD_2_DEG_T));
const T rot = NormalizeDeg360<T>((std::atan2(m_MouseWorldPos.y - scrolledWorldCenter.y, m_MouseWorldPos.x - scrolledWorldCenter.x) * RAD_2_DEG_T));
return rotStart - rot;
}
/// <summary>
/// Return the window coordinates of the center of the viewable area.
/// This is the middle of the parent scroll area plus the scroll bar offset, all scaled by the device pixel ratio.
/// </summary>
/// <param name="toWorld">True to return world coordinates, else return window coordinates.</param>
/// <returns>The coordinates of the center of the viewable area in either window space or world space.</returns>
template <typename T>
v3T GLEmberController<T>::ScrolledCenter(bool toWorld)
{
const auto dprf = m_GL->devicePixelRatioF();
const auto wpsa = m_Fractorium->ui.GLParentScrollArea->width();
const auto hpsa = m_Fractorium->ui.GLParentScrollArea->height();
const auto hpos = m_Fractorium->ui.GLParentScrollArea->horizontalScrollBar()->value();
const auto vpos = m_Fractorium->ui.GLParentScrollArea->verticalScrollBar()->value();
v3T v;
if (!m_Fractorium->ui.GLParentScrollArea->horizontalScrollBar()->isVisible() && !m_Fractorium->ui.GLParentScrollArea->verticalScrollBar()->isVisible())
v = v3T(((m_GL->width() / 2)) * dprf,
((m_GL->height() / 2)) * dprf,
0);
else
v = v3T((hpos + (wpsa / 2)) * dprf,
(vpos + (hpsa / 2)) * dprf,
0);
if (toWorld)
return WindowToWorld(v, true);
return v;
}
/// <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(const v2T& vec) const
{
return v2T(glm::round(vec.x / GridStep) * GridStep, glm::round(vec.y / GridStep) * GridStep);
}
/// <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 v3T GLEmberController<T>::SnapToGrid(const v3T& vec) const
{
return v3T(glm::round(vec.x / GridStep) * GridStep,
glm::round(vec.y / GridStep) * GridStep,
vec.z);
}
/// <summary>
/// Snap the passed in world cartesian coordinate to the grid for rotation only.
/// </summary>
/// <param name="vec">The world cartesian coordinate to be snapped</param>
/// <param name="divisions">The divisions of a circle to use for snapping</param>
/// <returns>The snapped world cartesian coordinate</returns>
template <typename T>
typename v3T GLEmberController<T>::SnapToNormalizedAngle(const v3T& vec, uint divisions) const
{
T bestRsq = numeric_limits<T>::max();
v3T c(0, 0, 0), best;
best.x = 1;
best.y = 0;
for (uint i = 0; i < divisions; i++)
{
const auto theta = 2.0 * M_PI * static_cast<T>(i) / static_cast<T>(divisions);
c.x = std::cos(theta);
c.y = std::sin(theta);
const auto rsq = glm::distance(vec, c);
if (rsq < bestRsq)
{
best = c;
bestRsq = rsq;
}
}
return best;
}
/// <summary>
/// Convert raster window coordinates to world cartesian coordinates.
/// </summary>
/// <param name="v">The window coordinates to convert</param>
/// <param name="flip">True to flip vertically, else don't.</param>
/// <returns>The converted world cartesian coordinates</returns>
template <typename T>
typename v3T GLEmberController<T>::WindowToWorld(const v3T& v, bool flip) const
{
const v3T mouse(v.x, flip ? m_Viewport[3] - v.y : v.y, 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
v3T newCoords = glm::unProject(mouse, m_Modelview, m_Projection, m_Viewport);//Perform the calculation.
newCoords.z = 0;//For some reason, unProject() always comes back with the z coordinate as something other than 0. It should be 0 at all times.
return newCoords;
}
/// <summary>
/// Template specialization for querying the viewport, modelview and projection
/// matrices as floats.
/// </summary>
template <>
void GLEmberController<float>::QueryVMP()
{
#ifndef USE_GLSL
m_GL->glGetIntegerv(GL_VIEWPORT, glm::value_ptr(m_Viewport));
m_GL->glGetFloatv(GL_MODELVIEW_MATRIX, glm::value_ptr(m_Modelview));
m_GL->glGetFloatv(GL_PROJECTION_MATRIX, glm::value_ptr(m_Projection));
#else
m_Viewport = m_GL->m_Viewport;
glm::tmat4x4<float, glm::defaultp> tempmat = glm::make_mat4(m_GL->m_ModelViewMatrix.data());
m_Modelview = tempmat;
tempmat = glm::make_mat4(m_GL->m_ProjMatrix.data());
m_Projection = tempmat;
#endif
}
#ifdef DO_DOUBLE
/// <summary>
/// Template specialization for querying the viewport, modelview and projection
/// matrices as doubles.
/// </summary>
template <>
void GLEmberController<double>::QueryVMP()
{
#ifndef USE_GLSL
m_GL->glGetIntegerv(GL_VIEWPORT, glm::value_ptr(m_Viewport));
m_GL->glGetDoublev(GL_MODELVIEW_MATRIX, glm::value_ptr(m_Modelview));
m_GL->glGetDoublev(GL_PROJECTION_MATRIX, glm::value_ptr(m_Projection));
#else
m_Viewport = m_GL->m_Viewport;
glm::tmat4x4<float, glm::defaultp> tempmat = glm::make_mat4(m_GL->m_ModelViewMatrix.data());
m_Modelview = tempmat;
tempmat = glm::make_mat4(m_GL->m_ProjMatrix.data());
m_Projection = tempmat;
#endif
}
#endif
/// <summary>
/// Template specialization for multiplying the current matrix
/// by an m4<float>.
/// </summary>
#ifndef USE_GLSL
template <>
void GLEmberController<float>::MultMatrix(tmat4x4<float, glm::defaultp>& mat)
{
m_GL->glMultMatrixf(glm::value_ptr(mat));
}
#endif
#ifdef DO_DOUBLE
/// <summary>
/// Template specialization for multiplying the current matrix
/// by an m4<double>.
/// </summary>
#ifndef USE_GLSL
template <>
void GLEmberController<double>::MultMatrix(tmat4x4<double, glm::defaultp>& mat)
{
m_GL->glMultMatrixd(glm::value_ptr(mat));
}
#endif
#endif
/// <summary>
/// Query the matrices currently being used.
/// Debugging function, unused.
/// </summary>
/// <param name="print">True to print values, else false.</param>
template <typename T>
void GLEmberController<T>::QueryMatrices(bool print)
{
if (const auto renderer = m_FractoriumEmberController->Renderer())
{
QueryVMP();
if (print)
{
for (glm::length_t i = 0; i < 4; i++)
qDebug() << "Viewport[" << i << "] = " << m_Viewport[i] << "\n";
for (glm::length_t i = 0; i < 16; i++)
qDebug() << "Modelview[" << i << "] = " << glm::value_ptr(m_Modelview)[i] << "\n";
for (glm::length_t i = 0; i < 16; i++)
qDebug() << "Projection[" << i << "] = " << glm::value_ptr(m_Projection)[i] << "\n";
}
}
}
template class GLEmberController<float>;
#ifdef DO_DOUBLE
template class GLEmberController<double>;
#endif