mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-22 05:30:06 -05:00
e6882ee865
-Better handling of crossed min/max DE filter values on the GUI. -Changes to spatial and density filter values will no longer restart the entire render. -Support reading cam_zoom from xml as zoom since JWildfire uses cam_zoom. -Change drag n drop behavior: the default is now to append, hold Ctrl to overwrite. -Set max value of zoom to 25 because it will crash with values around 28 or 29 due to numeric overflow when scaling quality. -Update links in About Dialog. -Rename some controls in Options Dialog. -Move the color curves control to the Palette tab. --Bug fixes -Remove extra space in info tree text when dealing with a linked xform. -Update summary xform name field whenever xform name changes. -Get rid of selection border on summary tab xform tree cells. -Only add variations from Xml that have a non-zero weight. There seemed to be spurious flattens coming from Apo with a weight of 0. --Code changes -Gutters are now a fixed size of 8 * supersample. -Use stl data() member to get pointer to first element instead of &vec[0]. -Eliminate extra calls in renderer to ComputeBounds(), CreateSpatialFilter() and CreateTemporalFilter() to only be done at the start of a render. -Another attempt at vectorizing LogScaleDensityFilter(). Vectorizes, but not sure if it helps. -Some other loop optimizations in Renderer. -No longer check temporal samples in response to some control changes, they are always 1 in the interactive renderer.
462 lines
20 KiB
C++
462 lines
20 KiB
C++
#include "FractoriumPch.h"
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#include "Fractorium.h"
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#include "PaletteTableWidgetItem.h"
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#define PALETTE_CELL_HEIGHT 16
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/// <summary>
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/// Initialize the palette UI.
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/// </summary>
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void Fractorium::InitPaletteUI()
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{
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int spinHeight = 20, row = 0;
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auto paletteTable = ui.PaletteListTable;
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auto palettePreviewTable = ui.PalettePreviewTable;
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connect(ui.PaletteFilenameCombo, SIGNAL(currentIndexChanged(const QString&)), this, SLOT(OnPaletteFilenameComboChanged(const QString&)), Qt::QueuedConnection);
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connect(paletteTable, SIGNAL(cellClicked(int, int)), this, SLOT(OnPaletteCellClicked(int, int)), Qt::QueuedConnection);
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connect(paletteTable, SIGNAL(cellDoubleClicked(int, int)), this, SLOT(OnPaletteCellDoubleClicked(int, int)), Qt::QueuedConnection);
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//Palette adjustment table.
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auto table = ui.PaletteAdjustTable;
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table->horizontalHeader()->setSectionResizeMode(QHeaderView::Stretch);//Split width over all columns evenly.
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SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteHueSpin, spinHeight, -180, 180, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
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SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteSaturationSpin, spinHeight, -100, 100, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
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SetupSpinner<SpinBox, int>(table, this, row, 1, m_PaletteBrightnessSpin, spinHeight, -255, 255, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
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row = 0;
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SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteContrastSpin, spinHeight, -100, 100, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
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SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteBlurSpin, spinHeight, 0, 127, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 0, 0, 0);
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SetupSpinner<SpinBox, int>(table, this, row, 3, m_PaletteFrequencySpin, spinHeight, 1, 10, 1, SIGNAL(valueChanged(int)), SLOT(OnPaletteAdjust(int)), true, 1, 1, 1);
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connect(ui.PaletteRandomSelect, SIGNAL(clicked(bool)), this, SLOT(OnPaletteRandomSelectButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.PaletteRandomAdjust, SIGNAL(clicked(bool)), this, SLOT(OnPaletteRandomAdjustButtonClicked(bool)), Qt::QueuedConnection);
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//Preview table.
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palettePreviewTable->setRowCount(1);
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palettePreviewTable->setColumnWidth(1, 260);//256 plus small margin on each side.
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auto previewNameCol = new QTableWidgetItem("");
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palettePreviewTable->setItem(0, 0, previewNameCol);
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auto previewPaletteItem = new QTableWidgetItem();
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palettePreviewTable->setItem(0, 1, previewPaletteItem);
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connect(ui.PaletteFilterLineEdit, SIGNAL(textChanged(const QString&)), this, SLOT(OnPaletteFilterLineEditTextChanged(const QString&)));
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connect(ui.PaletteFilterClearButton, SIGNAL(clicked(bool)), this, SLOT(OnPaletteFilterClearButtonClicked(bool)));
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paletteTable->setColumnWidth(1, 260);//256 plus small margin on each side.
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paletteTable->horizontalHeader()->setSectionsClickable(true);
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connect(paletteTable->horizontalHeader(), SIGNAL(sectionClicked(int)), this, SLOT(OnPaletteHeaderSectionClicked(int)), Qt::QueuedConnection);
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connect(ui.ResetCurvesButton, SIGNAL(clicked(bool)), this, SLOT(OnResetCurvesButtonClicked(bool)), Qt::QueuedConnection);
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connect(ui.CurvesView, SIGNAL(PointChangedSignal(int, int, const QPointF&)), this, SLOT(OnCurvesPointChanged(int, int, const QPointF&)), Qt::QueuedConnection);
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connect(ui.CurvesAllRadio, SIGNAL(toggled(bool)), this, SLOT(OnCurvesAllRadioButtonToggled(bool)), Qt::QueuedConnection);
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connect(ui.CurvesRedRadio, SIGNAL(toggled(bool)), this, SLOT(OnCurvesRedRadioButtonToggled(bool)), Qt::QueuedConnection);
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connect(ui.CurvesGreenRadio, SIGNAL(toggled(bool)), this, SLOT(OnCurvesGreenRadioButtonToggled(bool)), Qt::QueuedConnection);
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connect(ui.CurvesBlueRadio, SIGNAL(toggled(bool)), this, SLOT(OnCurvesBlueRadioButtonToggled(bool)), Qt::QueuedConnection);
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}
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/// <summary>
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/// Read all palette Xml files in the specified folder and populate the palette list with the contents.
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/// This will clear any previous contents.
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/// Called upon initialization, or controller type change.
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/// </summary>
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/// <param name="s">The full path to the palette files folder</param>
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/// <returns>The number of palettes successfully added</returns>
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template <typename T>
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size_t FractoriumEmberController<T>::InitPaletteList(const string& s)
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{
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QDirIterator it(s.c_str(), QStringList() << "*.xml", QDir::Files, QDirIterator::FollowSymlinks);
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m_PaletteList.Clear();
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m_Fractorium->ui.PaletteFilenameCombo->clear();
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m_Fractorium->ui.PaletteFilenameCombo->setProperty("path", QString::fromStdString(s));
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while (it.hasNext())
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{
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auto path = it.next().toStdString();
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auto qfilename = it.fileName();
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if (m_PaletteList.Add(path))
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m_Fractorium->ui.PaletteFilenameCombo->addItem(qfilename);
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}
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return m_PaletteList.Size();
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}
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/// <summary>
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/// Read a palette Xml file and populate the palette table with the contents.
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/// This will clear any previous contents.
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/// Called upon initialization, palette combo index change, and controller type change.
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/// </summary>
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/// <param name="s">The name to the palette file without the path</param>
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/// <returns>True if successful, else false.</returns>
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template <typename T>
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bool FractoriumEmberController<T>::FillPaletteTable(const string& s)
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{
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if (!s.empty())//This occasionally seems to get called with an empty string for reasons unknown.
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{
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auto paletteTable = m_Fractorium->ui.PaletteListTable;
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m_CurrentPaletteFilePath = m_Fractorium->ui.PaletteFilenameCombo->property("path").toString().toStdString() + "/" + s;
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if (int paletteSize = int(m_PaletteList.Size(m_CurrentPaletteFilePath)))
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{
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paletteTable->clear();
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paletteTable->blockSignals(true);
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paletteTable->setRowCount(paletteSize);
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//Headers get removed when clearing, so must re-create here.
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auto nameHeader = new QTableWidgetItem("Name");
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auto paletteHeader = new QTableWidgetItem("Palette");
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nameHeader->setTextAlignment(Qt::AlignLeft | Qt::AlignVCenter);
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paletteHeader->setTextAlignment(Qt::AlignLeft | Qt::AlignVCenter);
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paletteTable->setHorizontalHeaderItem(0, nameHeader);
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paletteTable->setHorizontalHeaderItem(1, paletteHeader);
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//Palette list table.
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for (auto i = 0; i < paletteSize; i++)
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{
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if (auto p = m_PaletteList.GetPalette(m_CurrentPaletteFilePath, i))
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{
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auto v = p->MakeRgbPaletteBlock(PALETTE_CELL_HEIGHT);
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auto nameCol = new QTableWidgetItem(p->m_Name.c_str());
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nameCol->setToolTip(p->m_Name.c_str());
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paletteTable->setItem(i, 0, nameCol);
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QImage image(v.data(), int(p->Size()), PALETTE_CELL_HEIGHT, QImage::Format_RGB888);
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auto paletteItem = new PaletteTableWidgetItem<T>(p);
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paletteItem->setData(Qt::DecorationRole, QPixmap::fromImage(image));
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paletteTable->setItem(i, 1, paletteItem);
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}
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}
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paletteTable->blockSignals(false);
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return true;
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}
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else
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{
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vector<string> errors = m_PaletteList.ErrorReport();
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m_Fractorium->ErrorReportToQTextEdit(errors, m_Fractorium->ui.InfoFileOpeningTextEdit);
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m_Fractorium->ShowCritical("Palette Read Error", "Could not load palette file, all images will be black. See info tab for details.");
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}
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}
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return false;
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}
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void Fractorium::OnPaletteFilenameComboChanged(const QString& text)
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{
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m_Controller->FillPaletteTable(text.toStdString());
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ui.PaletteListTable->sortItems(0, m_PaletteSortMode == 0 ? Qt::AscendingOrder : Qt::DescendingOrder);
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}
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/// <summary>
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/// Apply adjustments to the current ember's palette.
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/// </summary>
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template <typename T>
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void FractoriumEmberController<T>::ApplyPaletteToEmber()
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{
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uint blur = m_Fractorium->m_PaletteBlurSpin->value();
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uint freq = m_Fractorium->m_PaletteFrequencySpin->value();
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double sat = double(m_Fractorium->m_PaletteSaturationSpin->value() / 100.0);
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double brightness = double(m_Fractorium->m_PaletteBrightnessSpin->value() / 255.0);
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double contrast = double(m_Fractorium->m_PaletteContrastSpin->value() > 0 ? (m_Fractorium->m_PaletteContrastSpin->value() * 2) : m_Fractorium->m_PaletteContrastSpin->value()) / 100.0;
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double hue = double(m_Fractorium->m_PaletteHueSpin->value()) / 360.0;
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//Use the temp palette as the base and apply the adjustments gotten from the GUI and save the result in the ember palette.
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m_TempPalette.MakeAdjustedPalette(m_Ember.m_Palette, 0, hue, sat, brightness, contrast, blur, freq);
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}
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/// <summary>
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/// Use adjusted palette to update all related GUI controls with new color values.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="palette">The palette to use</param>
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/// <param name="paletteName">Name of the palette</param>
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template <typename T>
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void FractoriumEmberController<T>::UpdateAdjustedPaletteGUI(Palette<T>& palette)
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{
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auto xform = CurrentXform();
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auto palettePreviewTable = m_Fractorium->ui.PalettePreviewTable;
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auto previewPaletteItem = palettePreviewTable->item(0, 1);
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auto paletteName = QString::fromStdString(m_Ember.m_Palette.m_Name);
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if (previewPaletteItem)//This can be null if the palette file was moved or corrupted.
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{
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//Use the adjusted palette to fill the preview palette control so the user can see the effects of applying the adjustements.
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vector<byte> v = palette.MakeRgbPaletteBlock(PALETTE_CELL_HEIGHT);//Make the palette repeat for PALETTE_CELL_HEIGHT rows.
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m_FinalPaletteImage = QImage(int(palette.Size()), PALETTE_CELL_HEIGHT, QImage::Format_RGB888);//Create a QImage out of it.
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memcpy(m_FinalPaletteImage.scanLine(0), v.data(), v.size() * sizeof(v[0]));//Memcpy the data in.
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QPixmap pixmap(QPixmap::fromImage(m_FinalPaletteImage));//Create a QPixmap out of the QImage.
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previewPaletteItem->setData(Qt::DecorationRole, pixmap.scaled(QSize(pixmap.width(), palettePreviewTable->rowHeight(0) + 2), Qt::IgnoreAspectRatio, Qt::SmoothTransformation));//Set the pixmap on the palette tab.
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m_Fractorium->SetPaletteTableItem(&pixmap, m_Fractorium->ui.XformPaletteRefTable, m_Fractorium->m_PaletteRefItem, 0, 0);//Set the palette ref table on the xforms | color tab.
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auto previewNameItem = palettePreviewTable->item(0, 0);
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previewNameItem->setText(paletteName);//Finally, set the name of the palette to be both the text and the tooltip.
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previewNameItem->setToolTip(paletteName);
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}
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//Update the current xform's color and reset the rendering process.
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if (xform)
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XformColorIndexChanged(xform->m_ColorX, true);
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}
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/// <summary>
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/// Apply all adjustments to the selected palette, show it
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/// and assign it to the current ember.
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/// Called when any adjustment spinner is modified.
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/// Resets the rendering process.
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/// </summary>
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template <typename T>
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void FractoriumEmberController<T>::PaletteAdjust()
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{
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Update([&]()
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{
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ApplyPaletteToEmber();
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UpdateAdjustedPaletteGUI(m_Ember.m_Palette);
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});
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}
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void Fractorium::OnPaletteAdjust(int d) { m_Controller->PaletteAdjust(); }
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/// <summary>
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/// Set the selected palette as the current one,
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/// applying any adjustments previously specified.
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/// Called when a palette cell is clicked. Unfortunately,
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/// this will get called twice on a double click when moving
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/// from one palette to another. It happens quickly so it shouldn't
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/// be too much of a problem.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="row">The table row clicked</param>
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/// <param name="col">The table column clicked</param>
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template <typename T>
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void FractoriumEmberController<T>::PaletteCellClicked(int row, int col)
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{
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if (auto palette = m_PaletteList.GetPalette(m_CurrentPaletteFilePath, row))
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{
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m_TempPalette = *palette;//Deep copy.
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ApplyPaletteToEmber();//Copy temp palette to ember palette and apply adjustments.
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UpdateAdjustedPaletteGUI(m_Ember.m_Palette);//Show the adjusted palette.
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}
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}
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/// <summary>
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/// Map the palette in the clicked row index to the index
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/// in the palette list, then pass that index to PaletteCellClicked().
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/// This resolves the case where the sort order of the palette table
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/// is different than the internal order of the palette list.
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/// </summary>
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/// <param name="row">The table row clicked</param>
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/// <param name="col">The table column clicked, ignored</param>
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void Fractorium::OnPaletteCellClicked(int row, int col)
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{
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if (auto item = dynamic_cast<PaletteTableWidgetItemBase*>(ui.PaletteListTable->item(row, 1)))
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{
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auto index = int(item->Index());
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if (m_PreviousPaletteRow != index)
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{
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m_Controller->PaletteCellClicked(index, col);
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m_PreviousPaletteRow = index;//Save for comparison on next click.
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}
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}
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}
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/// <summary>
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/// Set the selected palette as the current one,
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/// resetting any adjustments previously specified.
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/// Called when a palette cell is double clicked.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="row">The table row clicked</param>
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/// <param name="col">The table column clicked</param>
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void Fractorium::OnPaletteCellDoubleClicked(int row, int col)
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{
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ResetPaletteControls();
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m_PreviousPaletteRow = -1;
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OnPaletteCellClicked(row, col);
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}
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/// <summary>
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/// Set the selected palette to a randomly selected one,
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/// applying any adjustments previously specified if the checked parameter is true.
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/// Called when the Random Palette button is clicked.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="checked">True to clear the current adjustments, else leave current adjustments and apply them to the newly selected palette.</param>
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void Fractorium::OnPaletteRandomSelectButtonClicked(bool checked)
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{
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uint i = 0;
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int rowCount = ui.PaletteListTable->rowCount() - 1;
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while ((i = QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(rowCount)) == uint(m_PreviousPaletteRow));
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if (checked)
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OnPaletteCellDoubleClicked(i, 1);//Will clear the adjustments.
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else
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OnPaletteCellClicked(i, 1);
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}
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/// <summary>
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/// Apply random adjustments to the selected palette.
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/// Called when the Random Adjustment button is clicked.
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/// Resets the rendering process.
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/// </summary>
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void Fractorium::OnPaletteRandomAdjustButtonClicked(bool checked)
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{
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m_PaletteHueSpin->setValue(-180 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(361));
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m_PaletteSaturationSpin->setValue(-50 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(101));//Full range of these leads to bad palettes, so clamp range.
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m_PaletteBrightnessSpin->setValue(-50 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(101));
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m_PaletteContrastSpin->setValue(-50 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(101));
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//Doing frequency and blur together gives bad palettes that are just a solid color.
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if (QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRandBit())
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{
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m_PaletteBlurSpin->setValue(QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(21));
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m_PaletteFrequencySpin->setValue(1);
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}
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else
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{
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m_PaletteBlurSpin->setValue(0);
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m_PaletteFrequencySpin->setValue(1 + QTIsaac<ISAAC_SIZE, ISAAC_INT>::LockedRand(10));
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}
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OnPaletteAdjust(0);
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}
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/// <summary>
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/// Apply the text in the palette filter text box to only show palettes whose names
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/// contain the substring.
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/// Called when the user types in the palette filter text box.
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/// </summary>
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/// <param name="text">The text to filter on</param>
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void Fractorium::OnPaletteFilterLineEditTextChanged(const QString& text)
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{
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auto table = ui.PaletteListTable;
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table->setUpdatesEnabled(false);
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for (int i = 0; i < table->rowCount(); i++)
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{
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if (auto item = table->item(i, 0))
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{
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if (!item->text().contains(text, Qt::CaseInsensitive))
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table->hideRow(i);
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else
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table->showRow(i);
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}
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}
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ui.PaletteListTable->sortItems(0, m_PaletteSortMode == 0 ? Qt::AscendingOrder : Qt::DescendingOrder);//Must re-sort every time the filter changes.
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table->setUpdatesEnabled(true);
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}
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/// <summary>
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/// Clear the palette name filter, which will display all palettes.
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/// Called when clear palette filter button is clicked.
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/// </summary>
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/// <param name="checked">Ignored</param>
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void Fractorium::OnPaletteFilterClearButtonClicked(bool checked)
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{
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ui.PaletteFilterLineEdit->clear();
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}
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/// <summary>
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/// Change the sorting to be either ascending or descending.
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/// Called when user clicks the table headers.
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/// </summary>
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/// <param name="col">Column index of the header clicked, ignored.</param>
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void Fractorium::OnPaletteHeaderSectionClicked(int col)
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{
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m_PaletteSortMode = !m_PaletteSortMode;
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ui.PaletteListTable->sortItems(0, m_PaletteSortMode == 0 ? Qt::AscendingOrder : Qt::DescendingOrder);
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}
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/// <summary>
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/// Reset the palette controls.
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/// Usually in response to a palette cell double click.
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/// </summary>
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void Fractorium::ResetPaletteControls()
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{
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m_PaletteHueSpin->SetValueStealth(0);
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m_PaletteSaturationSpin->SetValueStealth(0);
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m_PaletteBrightnessSpin->SetValueStealth(0);
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m_PaletteContrastSpin->SetValueStealth(0);
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m_PaletteBlurSpin->SetValueStealth(0);
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m_PaletteFrequencySpin->SetValueStealth(1);
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}
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/// <summary>
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/// Set the index of the palette file combo box.
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/// This is for display purposes only so the user can see which file, if any,
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/// the current palette came from.
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/// For embedded palettes with no filename, this will have no effect.
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/// </summary>
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|
/// <param name="filename">The string to set the index to</param>
|
|
void Fractorium::SetPaletteFileComboIndex(const string& filename)
|
|
{
|
|
if (!filename.empty())
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|
ui.PaletteFilenameCombo->setCurrentText(QFileInfo(QString::fromStdString(filename)).fileName());
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|
}
|
|
|
|
/// <summary>
|
|
/// Reset the color curve values in the current ember to their default state and also update the curves control.
|
|
/// Called when ResetCurvesButton is clicked.
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|
/// Resets the rendering process at either ACCUM_ONLY by default, or FILTER_AND_ACCUM when using early clip.
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|
/// </summary>
|
|
template <typename T>
|
|
void FractoriumEmberController<T>::ClearColorCurves()
|
|
{
|
|
Update([&]
|
|
{
|
|
m_Ember.m_Curves.Init();
|
|
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY);
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|
FillCurvesControl();
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|
}
|
|
|
|
void Fractorium::OnResetCurvesButtonClicked(bool checked) { m_Controller->ClearColorCurves(); }
|
|
|
|
/// <summary>
|
|
/// Set the coordinate of the curve point.
|
|
/// Called when the position of any of the points in the curves editor is is changed.
|
|
/// Resets the rendering process at either ACCUM_ONLY by default, or FILTER_AND_ACCUM when using early clip.
|
|
/// </summary>
|
|
/// <param name="curveIndex">The curve index, 0-1/</param>
|
|
/// <param name="pointIndex">The point index within the selected curve, 1-2.</param>
|
|
/// <param name="point">The new coordinate of the point in terms of the curves control rect.</param>
|
|
template <typename T>
|
|
void FractoriumEmberController<T>::ColorCurveChanged(int curveIndex, int pointIndex, const QPointF& point)
|
|
{
|
|
Update([&]
|
|
{
|
|
m_Ember.m_Curves.m_Points[curveIndex][pointIndex].x = point.x();
|
|
m_Ember.m_Curves.m_Points[curveIndex][pointIndex].y = point.y();
|
|
}, true, m_Renderer->EarlyClip() ? eProcessAction::FILTER_AND_ACCUM : eProcessAction::ACCUM_ONLY);
|
|
}
|
|
|
|
void Fractorium::OnCurvesPointChanged(int curveIndex, int pointIndex, const QPointF& point) { m_Controller->ColorCurveChanged(curveIndex, pointIndex, point); }
|
|
|
|
/// <summary>
|
|
/// Set the top most points in the curves control, which makes it easier to
|
|
/// select a point by putting it on top of all the others.
|
|
/// Called when the any of the curve color radio buttons are toggled.
|
|
/// </summary>
|
|
/// <param name="curveIndex">The curve index, 0-1/</param>
|
|
void Fractorium::OnCurvesAllRadioButtonToggled(bool checked) { if (checked) ui.CurvesView->SetTop(CurveIndex::ALL); }
|
|
void Fractorium::OnCurvesRedRadioButtonToggled(bool checked) { if (checked) ui.CurvesView->SetTop(CurveIndex::RED); }
|
|
void Fractorium::OnCurvesGreenRadioButtonToggled(bool checked) { if (checked) ui.CurvesView->SetTop(CurveIndex::GREEN); }
|
|
void Fractorium::OnCurvesBlueRadioButtonToggled(bool checked) { if (checked) ui.CurvesView->SetTop(CurveIndex::BLUE); }
|
|
|
|
/// <summary>
|
|
/// Set the points in the curves control to the values of the curve points in the current ember.
|
|
/// </summary>
|
|
template <typename T>
|
|
void FractoriumEmberController<T>::FillCurvesControl()
|
|
{
|
|
m_Fractorium->ui.CurvesView->blockSignals(true);
|
|
|
|
for (auto i = 0; i < 4; i++)
|
|
{
|
|
for (auto j = 1; j < 3; j++)//Only do middle points.
|
|
{
|
|
QPointF point(m_Ember.m_Curves.m_Points[i][j].x, m_Ember.m_Curves.m_Points[i][j].y);
|
|
m_Fractorium->ui.CurvesView->Set(i, j, point);
|
|
}
|
|
}
|
|
|
|
m_Fractorium->ui.CurvesView->blockSignals(false);
|
|
m_Fractorium->ui.CurvesView->update();
|
|
}
|
|
|
|
template class FractoriumEmberController<float>;
|
|
|
|
#ifdef DO_DOUBLE
|
|
template class FractoriumEmberController<double>;
|
|
#endif
|