mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-21 21:20:07 -05:00
0fbea60026
-Edits will not save back to the file in memory on render completion when preview renderer is running. --Bug fixes -dc_perlin was crashing on Nvidia when using SP. -Duplicate images were randomly getting added to the file in memory. -Crash when opening an Xml with less than 2 flames in it. --Code changes -Use raw array of floats in OpenCL for perlin noise, rather than float3/double3. -Add some default cases to dc_perlin. -Redo singleton pattern yet again. Deriving from a templated Singleton<T> class was creating a separate instance per module. Now only one instance of each type will ever be created and it will be wrapped in a shared_ptr which guarantees its deletion as main() exits.
374 lines
14 KiB
C++
374 lines
14 KiB
C++
#include "FractoriumPch.h"
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#include "FractoriumEmberController.h"
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#include "Fractorium.h"
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#include "GLEmberController.h"
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/// <summary>
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/// Constructor which initializes the non-templated members contained in this class.
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/// The renderer, other templated members and GUI setup will be done in the templated derived controller class.
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/// </summary>
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/// <param name="fractorium">Pointer to the main window.</param>
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FractoriumEmberControllerBase::FractoriumEmberControllerBase(Fractorium* fractorium)
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{
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Timing t;
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m_Fractorium = fractorium;
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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.
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m_RenderTimer = make_unique<QTimer>(m_Fractorium);
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m_RenderTimer->setInterval(0);
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m_Fractorium->connect(m_RenderTimer.get(), SIGNAL(timeout()), SLOT(IdleTimer()));
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m_RenderRestartTimer = make_unique<QTimer>(m_Fractorium);
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m_Fractorium->connect(m_RenderRestartTimer.get(), SIGNAL(timeout()), SLOT(StartRenderTimer()));
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}
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/// <summary>
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/// Destructor which stops rendering and deletes the timers.
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/// All other memory is cleared automatically through the use of STL.
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/// </summary>
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FractoriumEmberControllerBase::~FractoriumEmberControllerBase()
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{
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StopRenderTimer(true);
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m_RenderTimer->stop();
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m_RenderRestartTimer->stop();
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}
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/// <summary>
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/// Constructor which passes the main window parameter to the base, initializes the templated members contained in this class.
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/// Then sets up the parts of the GUI that require templated Widgets, such as the variations tree and the palette table.
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/// Note the renderer is not setup here automatically. Instead, it must be manually created by the caller later.
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/// </summary>
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/// <param name="fractorium">Pointer to the main window.</param>
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template <typename T>
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FractoriumEmberController<T>::FractoriumEmberController(Fractorium* fractorium)
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: FractoriumEmberControllerBase(fractorium),
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m_VariationList(VariationList<T>::Instance())
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{
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bool b = false;
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m_GLController = make_unique<GLEmberController<T>>(fractorium, fractorium->ui.GLDisplay, this);
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//Initial combo change event to fill the palette table will be called automatically later.
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//Look hard for a palette.
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static vector<string> paths =
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{
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QDir::currentPath().toLocal8Bit().data(),
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QDir::homePath().toLocal8Bit().data(),
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QCoreApplication::applicationDirPath().toLocal8Bit().data(),
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QString(QDir::homePath() + "/.config/fractorium").toLocal8Bit().data(),
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QString("/usr/share/fractorium").toLocal8Bit().data(),
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QString("/usr/local/share/fractorium").toLocal8Bit().data()
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};
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for (auto& path : paths)
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{
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if (b = InitPaletteList(path))
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{
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m_SheepTools = make_unique<SheepTools<T, float>>(m_PaletteList.Name(0), new EmberNs::Renderer<T, float>());
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break;
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}
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}
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if (!b)
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throw "No palettes found, exiting.";
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BackgroundChanged(QColor(0, 0, 0));//Default to black.
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ClearUndo();
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m_PreviewRenderer->Callback(nullptr);
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m_PreviewRenderer->NumChannels(4);
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m_PreviewRenderer->EarlyClip(m_Fractorium->m_Settings->EarlyClip());
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m_PreviewRenderer->YAxisUp(m_Fractorium->m_Settings->YAxisUp());
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m_PreviewRenderer->SetEmber(m_Ember);//Give it an initial ember, will be updated many times later.
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//m_PreviewRenderer->ThreadCount(1);//For debugging.
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m_PreviewRenderFunc = [&](uint start, uint end)
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{
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while (m_PreviewRun || m_PreviewRunning)
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{
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}
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m_PreviewRun = true;
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m_PreviewRunning = true;
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m_PreviewRenderer->ThreadCount(std::max(1u, Timing::ProcessorCount() - 1));//Leave one processor free so the GUI can breathe.
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auto tree = m_Fractorium->ui.LibraryTree;
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if (auto top = tree->topLevelItem(0))
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{
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size_t i = start;
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for (auto b = Advance(m_EmberFile.m_Embers.begin(), start); m_PreviewRun && i < end && b != m_EmberFile.m_Embers.end(); ++b, ++i)
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{
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Ember<T> ember = *b;
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ember.SyncSize();
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ember.SetSizeAndAdjustScale(PREVIEW_SIZE, PREVIEW_SIZE, false, eScaleType::SCALE_WIDTH);
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ember.m_TemporalSamples = 1;
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ember.m_Quality = 25;
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ember.m_Supersample = 1;
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m_PreviewRenderer->SetEmber(ember);
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if (m_PreviewRenderer->Run(m_PreviewFinalImage) == eRenderStatus::RENDER_OK)
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{
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if (auto treeItem = dynamic_cast<EmberTreeWidgetItem<T>*>(top->child(int(i))))
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{
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//It is critical that Qt::BlockingQueuedConnection is passed because this is running on a different thread than the UI.
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//This ensures the events are processed in order as each preview is updated, and that control does not return here
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//until the update is complete.
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QMetaObject::invokeMethod(m_Fractorium, "SetLibraryTreeItemData", Qt::BlockingQueuedConnection,
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Q_ARG(EmberTreeWidgetItemBase*, dynamic_cast<EmberTreeWidgetItemBase*>(treeItem)),
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Q_ARG(vector<byte>&, m_PreviewFinalImage),
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Q_ARG(uint, PREVIEW_SIZE),
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Q_ARG(uint, PREVIEW_SIZE));
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}
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}
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}
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}
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m_PreviewRun = false;
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m_PreviewRunning = false;
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};
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}
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/// <summary>
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/// Empty destructor that does nothing.
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/// </summary>
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template <typename T>
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FractoriumEmberController<T>::~FractoriumEmberController() { }
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/// <summary>
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/// Setters for embers, ember files and palettes which convert between float and double types.
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/// These are used to preserve the current ember/file when switching between renderers.
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/// Note that some precision will be lost when going from double to float.
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/// </summary>
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template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<float>& ember, bool verbatim, bool updatePointer) { SetEmberPrivate<float>(ember, verbatim, updatePointer); }
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template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<float>& ember, std::function<void(Ember<float>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
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template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<float>& emberFile) { m_EmberFile = emberFile; }
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template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<float>& emberFile, std::function<void(Ember<float>& ember)> perEmberOperation)
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{
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emberFile.m_Filename = m_EmberFile.m_Filename;
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CopyCont(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
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}
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template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<float>& palette) { m_TempPalette = palette; }
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template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<float>& palette) { palette = m_TempPalette; }
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#ifdef DO_DOUBLE
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template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<double>& ember, bool verbatim, bool updatePointer) { SetEmberPrivate<double>(ember, verbatim, updatePointer); }
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template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<double>& ember, std::function<void(Ember<double>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
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template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<double>& emberFile) { m_EmberFile = emberFile; }
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template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<double>& emberFile, std::function<void(Ember<double>& ember)> perEmberOperation)
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{
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emberFile.m_Filename = m_EmberFile.m_Filename;
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CopyCont(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
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}
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template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<double>& palette) { m_TempPalette = palette; }
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template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<double>& palette) { palette = m_TempPalette; }
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#endif
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template <typename T> Ember<T>* FractoriumEmberController<T>::CurrentEmber() { return &m_Ember; }
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template <typename T>
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void FractoriumEmberController<T>::ConstrainDimensions(Ember<T>& ember)
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{
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ember.m_FinalRasW = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), int(ember.m_FinalRasW));
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ember.m_FinalRasH = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), int(ember.m_FinalRasH));
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}
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/// <summary>
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/// Set the ember at the specified index from the currently opened file as the current Ember.
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/// Clears the undo state.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="index">The index in the file from which to retrieve the ember</param>
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/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
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template <typename T>
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void FractoriumEmberController<T>::SetEmber(size_t index, bool verbatim)
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{
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if (index < m_EmberFile.Size())
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{
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if (auto top = m_Fractorium->ui.LibraryTree->topLevelItem(0))
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{
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for (int i = 0; i < top->childCount(); i++)
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{
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if (auto emberItem = dynamic_cast<EmberTreeWidgetItem<T>*>(top->child(i)))
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emberItem->setSelected(i == index);
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}
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}
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ClearUndo();
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SetEmber(*m_EmberFile.Get(index), verbatim, true);
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}
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}
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/// <summary>
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/// Wrapper to call a function, then optionally add the requested action to the rendering queue.
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/// </summary>
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/// <param name="func">The function to call</param>
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/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
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/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
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template <typename T>
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void FractoriumEmberController<T>::Update(std::function<void (void)> func, bool updateRender, eProcessAction action)
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{
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func();
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if (updateRender)
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UpdateRender(action);
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}
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/// <summary>
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/// Wrapper to call a function on the specified xforms, then optionally add the requested action to the rendering queue.
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/// 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.
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/// 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.
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/// </summary>
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/// <param name="func">The function to call</param>
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/// <param name="updateType">Whether to apply this update operation on the current, all or selected xforms. Default: eXformUpdate::UPDATE_CURRENT.</param>
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/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
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/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
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template <typename T>
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void FractoriumEmberController<T>::UpdateXform(std::function<void(Xform<T>*)> func, eXformUpdate updateType, bool updateRender, eProcessAction action)
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{
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int i = 0;
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bool isCurrentFinal = m_Ember.IsFinalXform(CurrentXform());
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bool doFinal = updateType != eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL && updateType != eXformUpdate::UPDATE_ALL_EXCEPT_FINAL;
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switch (updateType)
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{
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case eXformUpdate::UPDATE_CURRENT:
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{
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if (auto xform = CurrentXform())
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func(xform);
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}
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break;
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case eXformUpdate::UPDATE_CURRENT_AND_SELECTED:
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{
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bool currentDone = false;
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auto current = CurrentXform();
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while (auto xform = m_Ember.GetTotalXform(i))
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{
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if (auto child = m_Fractorium->m_XformsSelectionLayout->itemAt(i))
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{
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if (auto w = qobject_cast<QCheckBox*>(child->widget()))
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{
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if (w->isChecked())
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{
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func(xform);
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if (xform == current)
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currentDone = true;
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}
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}
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}
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i++;
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}
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if (!currentDone)//Current was not among those selected, so apply to it.
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func(current);
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}
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break;
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case eXformUpdate::UPDATE_SELECTED:
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case eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL:
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{
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bool anyUpdated = false;
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while (auto xform = (doFinal ? m_Ember.GetTotalXform(i) : m_Ember.GetXform(i)))
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{
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if (auto child = m_Fractorium->m_XformsSelectionLayout->itemAt(i))
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{
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if (auto w = qobject_cast<QCheckBox*>(child->widget()))
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{
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if (w->isChecked())
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{
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func(xform);
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anyUpdated = true;
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}
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}
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}
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i++;
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}
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if (!anyUpdated)//None were selected, so just apply to the current.
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if (doFinal || !isCurrentFinal)//If do final, call func regardless. If not, only call if current is not final.
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if (auto xform = CurrentXform())
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func(xform);
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}
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break;
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case eXformUpdate::UPDATE_ALL:
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{
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while (auto xform = m_Ember.GetTotalXform(i++))
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func(xform);
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}
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break;
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case eXformUpdate::UPDATE_ALL_EXCEPT_FINAL:
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default:
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{
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while (auto xform = m_Ember.GetXform(i++))
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func(xform);
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}
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break;
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}
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if (updateRender)
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UpdateRender(action);
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}
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/// <summary>
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/// Set the current ember, but use GUI values for the fields which make sense to
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/// keep the same between ember selection changes.
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/// Note the extra template parameter U allows for assigning ember of different types.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="ember">The ember to set as the current</param>
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/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
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/// <param name="updatePointer">If true, update the current ember pointer to the address of the one passed in.</param>
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template <typename T>
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template <typename U>
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void FractoriumEmberController<T>::SetEmberPrivate(const Ember<U>& ember, bool verbatim, bool updatePointer)
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{
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if (ember.m_Name != m_Ember.m_Name)
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m_LastSaveCurrent = "";
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size_t w = m_Ember.m_FinalRasW;//Cache values for use below.
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size_t h = m_Ember.m_FinalRasH;
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m_Ember = ember;
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if (updatePointer)
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m_EmberFilePointer = &ember;
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if (!verbatim)
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{
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m_Ember.m_TemporalSamples = 1;//Change once animation is supported.
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m_Ember.m_Quality = m_Fractorium->m_QualitySpin->value();
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m_Ember.m_Supersample = m_Fractorium->m_SupersampleSpin->value();
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}
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static EmberToXml<T> writer;//Save parameters of last full render just in case there is a crash.
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#ifdef _WIN32
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string filename = "last.flame";
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#else
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QDir dir(QDir::homePath() + "/.config/fractorium");
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if (!dir.exists())
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dir.mkpath(".");
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string filename = QDir::homePath().toStdString() + "/.config/fractorium/last.flame";
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#endif
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writer.Save(filename.c_str(), m_Ember, 0, true, false, true);
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m_GLController->ResetMouseState();
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FillXforms();//Must do this first because the palette setup in FillParamTablesAndPalette() uses the xforms combo.
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FillParamTablesAndPalette();
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FillCurvesControl();
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FillSummary();
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//If a resize happened, this won't do anything because the new size is not reflected in the scroll area yet.
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//However, it will have been taken care of in SyncSizes() in that case, so it's ok.
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//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.
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if (m_Ember.m_FinalRasW == w && m_Ember.m_FinalRasH == h)
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m_Fractorium->CenterScrollbars();
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}
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template class FractoriumEmberController<float>;
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#ifdef DO_DOUBLE
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template class FractoriumEmberController<double>;
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#endif
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