fractorium/Source/Fractorium/FractoriumMenus.cpp
mfeemster 018ba26b5f --User changes
-Add support for multiple GPU devices.
  --These options are present in the command line and in Fractorium.
 -Change scheme of specifying devices from platform,device to just total device index.
  --Single number on the command line.
  --Change from combo boxes for device selection to a table of all devices in Fractorium.
 -Temporal samples defaults to 100 instead of 1000 which was needless overkill.

--Bug fixes
 -EmberAnimate, EmberRender, FractoriumSettings, FinalRenderDialog: Fix wrong order of arguments to Clamp() when assigning thread priority.
 -VariationsDC.h: Fix NVidia OpenCL compilation error in DCTriangleVariation.
 -FractoriumXformsColor.cpp: Checking for null pixmap pointer is not enough, must also check if the underlying buffer is null via call to QPixmap::isNull().

--Code changes
 -Ember.h: Add case for FLAME_MOTION_NONE and default in ApplyFlameMotion().
 -EmberMotion.h: Call base constructor.
 -EmberPch.h: #pragma once only on Windows.
 -EmberToXml.h:
  --Handle different types of exceptions.
  --Add default cases to ToString().
 -Isaac.h: Remove unused variable in constructor.
 -Point.h: Call base constructor in Color().
 -Renderer.h/cpp:
  --Add bool to Alloc() to only allocate memory for the histogram. Needed for multi-GPU.
  --Make CoordMap() return a const ref, not a pointer.
 -SheepTools.h:
  --Use 64-bit types like the rest of the code already does.
  --Fix some comment misspellings.
 -Timing.h: Make BeginTime(), EndTime(), ElapsedTime() and Format() be const functions.
 -Utils.h:
  --Add new functions Equal() and Split().
  --Handle more exception types in ReadFile().
  --Get rid of most legacy blending of C and C++ argument parsing.
 -XmlToEmber.h:
  --Get rid of most legacy blending of C and C++ code from flam3.
  --Remove some unused variables.
 -EmberAnimate:
  --Support multi-GPU processing that alternates full frames between devices.
  --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option.
  --Remove bucketT template parameter, and hard code float in its place.
  --If a render fails, exit since there is no point in continuing an animation with a missing frame.
  --Pass variables to threaded save better, which most likely fixes a very subtle bug that existed before.
  --Remove some unused variables.
 -EmberGenome, EmberRender:
  --Support multi-GPU processing that alternates full frames between devices.
  --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option.
  --Remove bucketT template parameter, and hard code float in its place.
 -EmberRender:
  --Support multi-GPU processing that alternates full frames between devices.
  --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option.
  --Remove bucketT template parameter, and hard code float in its place.
  --Only print values when not rendering with OpenCL, since they're always 0 in that case.
 -EmberCLPch.h:
  --#pragma once only on Windows.
  --#include <atomic>.
 -IterOpenCLKernelCreator.h: Add new kernel for summing two histograms. This is needed for multi-GPU.
 -OpenCLWrapper.h:
  --Move all OpenCL info related code into its own class OpenCLInfo.
  --Add members to cache the values of global memory size and max allocation size.
 -RendererCL.h/cpp:
  --Redesign to accomodate multi-GPU.
  --Constructor now takes a vector of devices.
  --Remove DumpErrorReport() function, it's handled in the base.
  --ClearBuffer(), ReadPoints(), WritePoints(), ReadHist() and WriteHist() now optionally take a device index as a parameter.
  --MakeDmap() override and m_DmapCL member removed because it no longer applies since the histogram is always float since the last commit.
  --Add new function SumDeviceHist() to sum histograms from two devices by first copying to a temporary on the host, then a temporary on the device, then summing.
  --m_Calls member removed, as it's now per-device.
  --OpenCLWrapper removed.
  --m_Seeds member is now a vector of vector of seeds, to accomodate a separate and different array of seeds for each device.
  --Added member m_Devices, a vector of unique_ptr of RendererCLDevice.
 -EmberCommon.h
  --Added Devices() function to convert from a vector of device indices to a vector of platform,device indices.
  --Changed CreateRenderer() to accept a vector of devices to create a single RendererCL which will split work across multiple devices.
  --Added CreateRenderers() function to accept a vector of devices to create multiple RendererCL, each which will render on a single device.
  --Add more comments to some existing functions.
 -EmberCommonPch.h: #pragma once only on Windows.
 -EmberOptions.h:
  --Remove --platform option, it's just sequential device number now with the --device option.
  --Make --out be OPT_USE_RENDER instead of OPT_RENDER_ANIM since it's an error condition when animating. It makes no sense to write all frames to a single image.
  --Add Devices() function to parse comma separated --device option string and return a vector of device indices.
  --Make int and uint types be 64-bit, so intmax_t and size_t.
  --Make better use of macros.
 -JpegUtils.h: Make string parameters to WriteJpeg() and WritePng() be const ref.
 -All project files: Turn off buffer security check option in Visual Studio (/Gs-)
 -deployment.pri: Remove the line OTHER_FILES +=, it's pointless and was causing problems.
 -Ember.pro, EmberCL.pro: Add CONFIG += plugin, otherwise it wouldn't link.
 -EmberCL.pro: Add new files for multi-GPU support.
 -build_all.sh: use -j4 and QMAKE=${QMAKE:/usr/bin/qmake}
 -shared_settings.pri:
  -Add version string.
  -Remove old DESTDIR definitions.
  -Add the following lines or else nothing would build:
   CONFIG(release, debug|release) {
    CONFIG += warn_off
    DESTDIR = ../../../Bin/release
   }

   CONFIG(debug, debug|release) {
    DESTDIR = ../../../Bin/debug
   }

   QMAKE_POST_LINK += $$quote(cp --update ../../../Data/flam3-palettes.xml $${DESTDIR}$$escape_expand(\n\t))
   LIBS += -L/usr/lib -lpthread
 -AboutDialog.ui: Another futile attempt to make it look correct on Linux.
 -FinalRenderDialog.h/cpp:
  --Add support for multi-GPU.
  --Change from combo boxes for device selection to a table of all devices.
  --Ensure device selection makes sense.
  --Remove "FinalRender" prefix of various function names, it's implied given the context.
 -FinalRenderEmberController.h/cpp:
  --Add support for multi-GPU.
  --Change m_FinishedImageCount to be atomic.
  --Move CancelRender() from the base to FinalRenderEmberController<T>.
  --Refactor RenderComplete() to omit any progress related functionality or image saving since it can be potentially ran in a thread.
  --Consolidate setting various renderer fields into SyncGuiToRenderer().
 -Fractorium.cpp: Allow for resizing of the options dialog to show the entire device table.
 -FractoriumCommon.h: Add various functions to handle a table showing the available OpenCL devices on the system.
 -FractoriumEmberController.h/cpp: Remove m_FinalImageIndex, it's no longer needed.
 -FractoriumRender.cpp: Scale the interactive sub batch count and quality by the number of devices used.
 -FractoriumSettings.h/cpp:
  --Temporal samples defaults to 100 instead of 1000 which was needless overkill.
  --Add multi-GPU support, remove old device,platform pair.
 -FractoriumToolbar.cpp: Disable OpenCL toolbar button if there are no devices present on the system.
 -FractoriumOptionsDialog.h/cpp:
  --Add support for multi-GPU.
  --Consolidate more assignments in DataToGui().
  --Enable/disable CPU/OpenCL items in response to OpenCL checkbox event.
 -Misc: Convert almost everything to size_t for unsigned, intmax_t for signed.
2015-09-12 18:33:45 -07:00

880 lines
29 KiB
C++

#include "FractoriumPch.h"
#include "Fractorium.h"
/// <summary>
/// Initialize the menus UI.
/// </summary>
void Fractorium::InitMenusUI()
{
//File menu.
connect(ui.ActionNewFlock, SIGNAL(triggered(bool)), this, SLOT(OnActionNewFlock(bool)), Qt::QueuedConnection);
connect(ui.ActionNewEmptyFlameInCurrentFile, SIGNAL(triggered(bool)), this, SLOT(OnActionNewEmptyFlameInCurrentFile(bool)), Qt::QueuedConnection);
connect(ui.ActionNewRandomFlameInCurrentFile, SIGNAL(triggered(bool)), this, SLOT(OnActionNewRandomFlameInCurrentFile(bool)), Qt::QueuedConnection);
connect(ui.ActionCopyFlameInCurrentFile, SIGNAL(triggered(bool)), this, SLOT(OnActionCopyFlameInCurrentFile(bool)), Qt::QueuedConnection);
connect(ui.ActionOpen, SIGNAL(triggered(bool)), this, SLOT(OnActionOpen(bool)), Qt::QueuedConnection);
connect(ui.ActionSaveCurrentAsXml, SIGNAL(triggered(bool)), this, SLOT(OnActionSaveCurrentAsXml(bool)), Qt::QueuedConnection);
connect(ui.ActionSaveEntireFileAsXml, SIGNAL(triggered(bool)), this, SLOT(OnActionSaveEntireFileAsXml(bool)), Qt::QueuedConnection);
connect(ui.ActionSaveCurrentToOpenedFile, SIGNAL(triggered(bool)), this, SLOT(OnActionSaveCurrentToOpenedFile(bool)), Qt::QueuedConnection);
connect(ui.ActionSaveCurrentScreen, SIGNAL(triggered(bool)), this, SLOT(OnActionSaveCurrentScreen(bool)), Qt::QueuedConnection);
connect(ui.ActionExit, SIGNAL(triggered(bool)), this, SLOT(OnActionExit(bool)), Qt::QueuedConnection);
//Edit menu.
connect(ui.ActionUndo, SIGNAL(triggered(bool)), this, SLOT(OnActionUndo(bool)), Qt::QueuedConnection);
connect(ui.ActionRedo, SIGNAL(triggered(bool)), this, SLOT(OnActionRedo(bool)), Qt::QueuedConnection);
connect(ui.ActionCopyXml, SIGNAL(triggered(bool)), this, SLOT(OnActionCopyXml(bool)), Qt::QueuedConnection);
connect(ui.ActionCopyAllXml, SIGNAL(triggered(bool)), this, SLOT(OnActionCopyAllXml(bool)), Qt::QueuedConnection);
connect(ui.ActionPasteXmlAppend, SIGNAL(triggered(bool)), this, SLOT(OnActionPasteXmlAppend(bool)), Qt::QueuedConnection);
connect(ui.ActionPasteXmlOver, SIGNAL(triggered(bool)), this, SLOT(OnActionPasteXmlOver(bool)), Qt::QueuedConnection);
connect(ui.ActionCopySelectedXforms, SIGNAL(triggered(bool)), this, SLOT(OnActionCopySelectedXforms(bool)), Qt::QueuedConnection);
connect(ui.ActionPasteSelectedXforms, SIGNAL(triggered(bool)), this, SLOT(OnActionPasteSelectedXforms(bool)), Qt::QueuedConnection);
ui.ActionPasteSelectedXforms->setEnabled(false);
//View menu.
connect(ui.ActionResetWorkspace, SIGNAL(triggered(bool)), this, SLOT(OnActionResetWorkspace(bool)), Qt::QueuedConnection);
//Tools menu.
connect(ui.ActionAddReflectiveSymmetry, SIGNAL(triggered(bool)), this, SLOT(OnActionAddReflectiveSymmetry(bool)), Qt::QueuedConnection);
connect(ui.ActionAddRotationalSymmetry, SIGNAL(triggered(bool)), this, SLOT(OnActionAddRotationalSymmetry(bool)), Qt::QueuedConnection);
connect(ui.ActionAddBothSymmetry, SIGNAL(triggered(bool)), this, SLOT(OnActionAddBothSymmetry(bool)), Qt::QueuedConnection);
connect(ui.ActionClearFlame, SIGNAL(triggered(bool)), this, SLOT(OnActionClearFlame(bool)), Qt::QueuedConnection);
connect(ui.ActionFlatten, SIGNAL(triggered(bool)), this, SLOT(OnActionFlatten(bool)), Qt::QueuedConnection);
connect(ui.ActionUnflatten, SIGNAL(triggered(bool)), this, SLOT(OnActionUnflatten(bool)), Qt::QueuedConnection);
connect(ui.ActionStopRenderingPreviews, SIGNAL(triggered(bool)), this, SLOT(OnActionStopRenderingPreviews(bool)), Qt::QueuedConnection);
connect(ui.ActionRenderPreviews, SIGNAL(triggered(bool)), this, SLOT(OnActionRenderPreviews(bool)), Qt::QueuedConnection);
connect(ui.ActionFinalRender, SIGNAL(triggered(bool)), this, SLOT(OnActionFinalRender(bool)), Qt::QueuedConnection);
connect(m_FinalRenderDialog, SIGNAL(finished(int)), this, SLOT(OnFinalRenderClose(int)), Qt::QueuedConnection);
connect(ui.ActionOptions, SIGNAL(triggered(bool)), this, SLOT(OnActionOptions(bool)), Qt::QueuedConnection);
//Help menu.
connect(ui.ActionAbout, SIGNAL(triggered(bool)), this, SLOT(OnActionAbout(bool)), Qt::QueuedConnection);
}
/// <summary>
/// Create a new flock of random embers, with the specified length.
/// </summary>
/// <param name="count">The number of embers to include in the flock</param>
template <typename T>
void FractoriumEmberController<T>::NewFlock(size_t count)
{
Ember<T> ember;
StopPreviewRender();
m_EmberFile.Clear();
m_EmberFile.m_Embers.reserve(count);
m_EmberFile.m_Filename = EmberFile<T>::DefaultFilename();
for (size_t i = 0; i < count; i++)
{
m_SheepTools->Random(ember, m_FilteredVariations, static_cast<intmax_t>(QTIsaac<ISAAC_SIZE, ISAAC_INT>::GlobalRand->Frand<T>(-2, 2)), 0);
ParamsToEmber(ember);
ember.m_Index = i;
ember.m_Name = m_EmberFile.m_Filename.toStdString() + "-" + ToString(i + 1ULL).toStdString();
m_EmberFile.m_Embers.push_back(ember);
}
m_LastSaveAll = "";
FillLibraryTree();
}
/// <summary>
/// Create a new flock and assign the first ember as the current one.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionNewFlock(bool checked)
{
m_Controller->NewFlock(10);
m_Controller->SetEmber(0);
}
/// <summary>
/// Create and add a new empty ember in the currently opened file
/// and set it as the current one.
/// It will have one empty xform in it.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::NewEmptyFlameInCurrentFile()
{
Ember<T> ember;
Xform<T> xform;
QDateTime local(QDateTime::currentDateTime());
StopPreviewRender();
ParamsToEmber(ember);
xform.m_Weight = T(0.25);
xform.m_ColorX = m_Rand.Frand01<T>();
ember.AddXform(xform);
ember.m_Palette = *m_PaletteList.GetRandomPalette();
ember.m_Name = EmberFile<T>::DefaultEmberName(m_EmberFile.Size() + 1).toStdString();
ember.m_Index = m_EmberFile.Size();
m_EmberFile.m_Embers.push_back(ember);//Will invalidate the pointers contained in the EmberTreeWidgetItems, UpdateLibraryTree() will resync.
m_EmberFile.MakeNamesUnique();
UpdateLibraryTree();
SetEmber(m_EmberFile.Size() - 1);
}
void Fractorium::OnActionNewEmptyFlameInCurrentFile(bool checked) { m_Controller->NewEmptyFlameInCurrentFile(); }
/// <summary>
/// Create and add a new random ember in the currently opened file
/// and set it as the current one.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::NewRandomFlameInCurrentFile()
{
Ember<T> ember;
StopPreviewRender();
m_SheepTools->Random(ember, m_FilteredVariations, static_cast<int>(QTIsaac<ISAAC_SIZE, ISAAC_INT>::GlobalRand->Frand<T>(-2, 2)), 0);
ParamsToEmber(ember);
ember.m_Name = EmberFile<T>::DefaultEmberName(m_EmberFile.Size() + 1).toStdString();
ember.m_Index = m_EmberFile.Size();
m_EmberFile.m_Embers.push_back(ember);//Will invalidate the pointers contained in the EmberTreeWidgetItems, UpdateLibraryTree() will resync.
m_EmberFile.MakeNamesUnique();
UpdateLibraryTree();
SetEmber(m_EmberFile.Size() - 1);
}
void Fractorium::OnActionNewRandomFlameInCurrentFile(bool checked) { m_Controller->NewRandomFlameInCurrentFile(); }
/// <summary>
/// Create and add a a copy of the current ember in the currently opened file
/// and set it as the current one.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::CopyFlameInCurrentFile()
{
Ember<T> ember = m_Ember;
StopPreviewRender();
ember.m_Name = EmberFile<T>::DefaultEmberName(m_EmberFile.Size() + 1).toStdString();
ember.m_Index = m_EmberFile.Size();
m_EmberFile.m_Embers.push_back(ember);//Will invalidate the pointers contained in the EmberTreeWidgetItems, UpdateLibraryTree() will resync.
m_EmberFile.MakeNamesUnique();
UpdateLibraryTree();
SetEmber(m_EmberFile.Size() - 1);
}
void Fractorium::OnActionCopyFlameInCurrentFile(bool checked) { m_Controller->CopyFlameInCurrentFile(); }
/// <summary>
/// Open a list of ember Xml files, apply various values from the GUI widgets.
/// Either append these newly read embers to the existing open embers,
/// or clear the current ember file first.
/// When appending, add the new embers the the end of library tree.
/// When not appending, clear and populate the library tree with the new embers.
/// Set the current ember to the first one in the newly opened list.
/// Clears the undo state.
/// Resets the rendering process.
/// </summary>
/// <param name="filenames">A list of full paths and filenames</param>
/// <param name="append">True to append the embers in the new files to the end of the currently open embers, false to clear and replace them</param>
template <typename T>
void FractoriumEmberController<T>::OpenAndPrepFiles(const QStringList& filenames, bool append)
{
if (!filenames.empty())
{
size_t i;
EmberFile<T> emberFile;
XmlToEmber<T> parser;
vector<Ember<T>> embers;
uint previousSize = append ? m_EmberFile.Size() : 0;
StopPreviewRender();
emberFile.m_Filename = filenames[0];
foreach(const QString& filename, filenames)
{
embers.clear();
if (parser.Parse(filename.toStdString().c_str(), embers) && !embers.empty())
{
for (i = 0; i < embers.size(); i++)
{
ConstrainDimensions(embers[i]);//Do not exceed the max texture size.
//Also ensure it has a name.
if (embers[i].m_Name == "" || embers[i].m_Name == "No name")
embers[i].m_Name = ToString<qulonglong>(i).toStdString();
embers[i].m_Quality = m_Fractorium->m_QualitySpin->value();
embers[i].m_Supersample = m_Fractorium->m_SupersampleSpin->value();
}
m_LastSaveAll = "";
emberFile.m_Embers.insert(emberFile.m_Embers.end(), embers.begin(), embers.end());
}
else
{
vector<string> errors = parser.ErrorReport();
m_Fractorium->ErrorReportToQTextEdit(errors, m_Fractorium->ui.InfoFileOpeningTextEdit);
m_Fractorium->ShowCritical("Open Failed", "Could not open file, see info tab for details.");
}
}
if (append)
{
if (m_EmberFile.m_Filename == "")
m_EmberFile.m_Filename = filenames[0];
m_EmberFile.m_Embers.insert(m_EmberFile.m_Embers.end(), emberFile.m_Embers.begin(), emberFile.m_Embers.end());
}
else
m_EmberFile = emberFile;
//Resync indices and names.
for (i = 0; i < m_EmberFile.Size(); i++)
m_EmberFile.m_Embers[i].m_Index = i;
m_EmberFile.MakeNamesUnique();
if (append)
UpdateLibraryTree();
else
FillLibraryTree(append ? previousSize - 1 : 0);
ClearUndo();
SetEmber(previousSize);
}
}
/// <summary>
/// Show a file open dialog to open ember Xml files.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionOpen(bool checked) { m_Controller->OpenAndPrepFiles(SetupOpenXmlDialog(), false); }
/// <summary>
/// Save current ember as Xml, using the Xml saving template values from the options.
/// This will first save the current ember back to the opened file in memory before
/// saving it to disk.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SaveCurrentAsXml()
{
QString filename;
FractoriumSettings* s = m_Fractorium->m_Settings;
if (s->SaveAutoUnique() && m_LastSaveCurrent != "")
{
filename = EmberFile<T>::UniqueFilename(m_LastSaveCurrent);
}
else if (QFile::exists(m_LastSaveCurrent))
{
filename = m_LastSaveCurrent;
}
else
{
if (m_EmberFile.Size() == 1)
filename = m_Fractorium->SetupSaveXmlDialog(m_EmberFile.m_Filename);//If only one ember present, just use parent filename.
else
filename = m_Fractorium->SetupSaveXmlDialog(QString::fromStdString(m_Ember.m_Name));//More than one ember present, use individual ember name.
}
if (filename != "")
{
Ember<T> ember = m_Ember;
EmberToXml<T> writer;
QFileInfo fileInfo(filename);
xmlDocPtr tempEdit = ember.m_Edits;
SaveCurrentToOpenedFile();//Save the current ember back to the opened file before writing to disk.
ApplyXmlSavingTemplate(ember);
ember.m_Edits = writer.CreateNewEditdoc(&ember, nullptr, "edit", s->Nick().toStdString(), s->Url().toStdString(), s->Id().toStdString(), "", 0, 0);
if (tempEdit != nullptr)
xmlFreeDoc(tempEdit);
if (writer.Save(filename.toStdString().c_str(), ember, 0, true, false, true))
{
s->SaveFolder(fileInfo.canonicalPath());
if (!s->SaveAutoUnique() || m_LastSaveCurrent == "")//Only save filename on first time through when doing auto unique names.
m_LastSaveCurrent = filename;
}
else
m_Fractorium->ShowCritical("Save Failed", "Could not save file, try saving to a different folder.");
}
}
void Fractorium::OnActionSaveCurrentAsXml(bool checked) { m_Controller->SaveCurrentAsXml(); }
/// <summary>
/// Save entire opened file Xml, using the Xml saving template values from the options on each ember.
/// This will first save the current ember back to the opened file in memory before
/// saving all to disk.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SaveEntireFileAsXml()
{
QString filename;
FractoriumSettings* s = m_Fractorium->m_Settings;
if (s->SaveAutoUnique() && m_LastSaveAll != "")
filename = EmberFile<T>::UniqueFilename(m_LastSaveAll);
else if (QFile::exists(m_LastSaveAll))
filename = m_LastSaveAll;
else
filename = m_Fractorium->SetupSaveXmlDialog(m_EmberFile.m_Filename);
if (filename != "")
{
EmberFile<T> emberFile;
EmberToXml<T> writer;
QFileInfo fileInfo(filename);
SaveCurrentToOpenedFile();//Save the current ember back to the opened file before writing to disk.
emberFile = m_EmberFile;
for (auto& ember : emberFile.m_Embers)
ApplyXmlSavingTemplate(ember);
if (writer.Save(filename.toStdString().c_str(), emberFile.m_Embers, 0, true, false, true))
{
if (!s->SaveAutoUnique() || m_LastSaveAll == "")//Only save filename on first time through when doing auto unique names.
m_LastSaveAll = filename;
s->SaveFolder(fileInfo.canonicalPath());
}
else
m_Fractorium->ShowCritical("Save Failed", "Could not save file, try saving to a different folder.");
}
}
void Fractorium::OnActionSaveEntireFileAsXml(bool checked) { m_Controller->SaveEntireFileAsXml(); }
/// <summary>
/// Show a file save dialog and save what is currently shown in the render window to disk as an image.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionSaveCurrentScreen(bool checked)
{
QString filename = SetupSaveImageDialog(m_Controller->Name());
auto renderer = m_Controller->Renderer();
auto& pixels = *m_Controller->FinalImage();
RendererCLBase* rendererCL = dynamic_cast<RendererCLBase*>(m_Controller->Renderer());
auto stats = m_Controller->Stats();
EmberImageComments comments = renderer->ImageComments(stats, 0, false, true);
if (rendererCL && renderer->PrepFinalAccumVector(pixels))
{
if (!rendererCL->ReadFinal(pixels.data()))
{
ShowCritical("GPU Read Error", "Could not read image from the GPU, aborting image save.", false);
return;
}
}
m_Controller->SaveCurrentRender(filename, comments, pixels, renderer->FinalRasW(), renderer->FinalRasH(), renderer->NumChannels(), renderer->BytesPerChannel());
}
/// <summary>
/// Save the current ember back to its position in the opened file.
/// This does not save to disk.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::SaveCurrentToOpenedFile()
{
size_t i;
bool fileFound = false;
for (i = 0; i < m_EmberFile.Size(); i++)
{
if ((m_Ember.m_Name == m_EmberFile.m_Embers[i].m_Name) &&//Check both to be extra sure.
(m_Ember.m_Index == m_EmberFile.m_Embers[i].m_Index))
{
m_EmberFile.m_Embers[i] = m_Ember;
fileFound = true;
break;
}
}
if (!fileFound)
{
StopPreviewRender();
m_EmberFile.m_Embers.push_back(m_Ember);
m_EmberFile.MakeNamesUnique();
UpdateLibraryTree();
}
else
{
RenderPreviews(i, i + 1);
}
}
void Fractorium::OnActionSaveCurrentToOpenedFile(bool checked) { m_Controller->SaveCurrentToOpenedFile(); }
/// <summary>
/// Exit the application.
/// </summary>
/// <param name="checked">Ignore.</param>
void Fractorium::OnActionExit(bool checked)
{
closeEvent(nullptr);
QApplication::exit();
}
/// <summary>
/// Undoes this instance.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::Undo()
{
if (m_UndoList.size() > 1 && m_UndoIndex > 0)
{
int index = m_Ember.GetTotalXformIndex(CurrentXform());
m_LastEditWasUndoRedo = true;
m_UndoIndex = std::max(0u, m_UndoIndex - 1u);
SetEmber(m_UndoList[m_UndoIndex], true);
m_EditState = UNDO_REDO;
if (index >= 0)
m_Fractorium->CurrentXform(index);
m_Fractorium->ui.ActionUndo->setEnabled(m_UndoList.size() > 1 && (m_UndoIndex > 0));
m_Fractorium->ui.ActionRedo->setEnabled(m_UndoList.size() > 1 && !(m_UndoIndex == m_UndoList.size() - 1));
}
}
void Fractorium::OnActionUndo(bool checked) { m_Controller->Undo(); }
/// <summary>
/// Redoes this instance.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::Redo()
{
if (m_UndoList.size() > 1 && m_UndoIndex < m_UndoList.size() - 1)
{
int index = m_Ember.GetTotalXformIndex(CurrentXform());
m_LastEditWasUndoRedo = true;
m_UndoIndex = std::min<uint>(m_UndoIndex + 1, m_UndoList.size() - 1);
SetEmber(m_UndoList[m_UndoIndex], true);
m_EditState = UNDO_REDO;
if (index >= 0)
m_Fractorium->CurrentXform(index);
m_Fractorium->ui.ActionUndo->setEnabled(m_UndoList.size() > 1 && (m_UndoIndex > 0));
m_Fractorium->ui.ActionRedo->setEnabled(m_UndoList.size() > 1 && !(m_UndoIndex == m_UndoList.size() - 1));
}
}
void Fractorium::OnActionRedo(bool checked) { m_Controller->Redo(); }
/// <summary>
/// Copy the current ember Xml to the clipboard.
/// Apply Xml saving settings from the options first.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::CopyXml()
{
Ember<T> ember = m_Ember;
EmberToXml<T> emberToXml;
FractoriumSettings* settings = m_Fractorium->m_Settings;
ember.m_Quality = settings->XmlQuality();
ember.m_Supersample = settings->XmlSupersample();
ember.m_TemporalSamples = settings->XmlTemporalSamples();
QApplication::clipboard()->setText(QString::fromStdString(emberToXml.ToString(ember, "", 0, false, false, true)));
}
void Fractorium::OnActionCopyXml(bool checked) { m_Controller->CopyXml(); }
/// <summary>
/// Copy the Xmls for all open embers as a single string to the clipboard, enclosed with the <flames> tag.
/// Apply Xml saving settings from the options first for each ember.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::CopyAllXml()
{
ostringstream os;
EmberToXml<T> emberToXml;
FractoriumSettings* settings = m_Fractorium->m_Settings;
os << "<flames>\n";
for (auto& e : m_EmberFile.m_Embers)
{
Ember<T> ember = e;
ApplyXmlSavingTemplate(ember);
os << emberToXml.ToString(ember, "", 0, false, false, true);
}
os << "</flames>\n";
QApplication::clipboard()->setText(QString::fromStdString(os.str()));
}
void Fractorium::OnActionCopyAllXml(bool checked) { m_Controller->CopyAllXml(); }
/// <summary>
/// Convert the Xml text from the clipboard to an ember, add it to the end
/// of the current file and set it as the current ember. If multiple Xmls were
/// copied to the clipboard and were enclosed in <flames> tags, then all of them will be added.
/// Clears the undo state.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::PasteXmlAppend()
{
uint i, previousSize = m_EmberFile.Size();
string s, errors;
XmlToEmber<T> parser;
vector<Ember<T>> embers;
QTextCodec* codec = QTextCodec::codecForName("UTF-8");
QByteArray b = codec->fromUnicode(QApplication::clipboard()->text());
s.reserve(b.size());
for (i = 0; i < b.size(); i++)
{
if (uint(b[i]) < 128u)
s.push_back(b[i]);
}
b.clear();
StopPreviewRender();
parser.Parse(reinterpret_cast<byte*>(const_cast<char*>(s.c_str())), "", embers);
errors = parser.ErrorReportString();
if (errors != "")
{
m_Fractorium->ShowCritical("Paste Error", QString::fromStdString(errors));
}
if (!embers.empty())
{
for (i = 0; i < embers.size(); i++)
{
embers[i].m_Index = m_EmberFile.Size();
ConstrainDimensions(embers[i]);//Do not exceed the max texture size.
//Also ensure it has a name.
if (embers[i].m_Name == "" || embers[i].m_Name == "No name")
embers[i].m_Name = ToString<qulonglong>(embers[i].m_Index).toStdString();
m_EmberFile.m_Embers.push_back(embers[i]);//Will invalidate the pointers contained in the EmberTreeWidgetItems, UpdateLibraryTree() will resync.
}
m_EmberFile.MakeNamesUnique();
UpdateLibraryTree();
SetEmber(previousSize);
}
}
void Fractorium::OnActionPasteXmlAppend(bool checked) { m_Controller->PasteXmlAppend(); }
/// <summary>
/// Convert the Xml text from the clipboard to an ember, overwrite the
/// current file and set the first as the current ember. If multiple Xmls were
/// copied to the clipboard and were enclosed in <flames> tags, then the current file will contain all of them.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::PasteXmlOver()
{
uint i;
string s, errors;
XmlToEmber<T> parser;
Ember<T> backupEmber = m_EmberFile.m_Embers[0];
QTextCodec* codec = QTextCodec::codecForName("UTF-8");
QByteArray b = codec->fromUnicode(QApplication::clipboard()->text());
s.reserve(b.size());
for (i = 0; i < b.size(); i++)
{
if (uint(b[i]) < 128u)
s.push_back(b[i]);
}
b.clear();
StopPreviewRender();
m_EmberFile.m_Embers.clear();//Will invalidate the pointers contained in the EmberTreeWidgetItems, UpdateLibraryTree() will resync.
parser.Parse(reinterpret_cast<byte*>(const_cast<char*>(s.c_str())), "", m_EmberFile.m_Embers);
errors = parser.ErrorReportString();
if (errors != "")
{
m_Fractorium->ShowCritical("Paste Error", QString::fromStdString(errors));
}
if (m_EmberFile.Size())
{
for (i = 0; i < m_EmberFile.Size(); i++)
{
m_EmberFile.m_Embers[i].m_Index = i;
ConstrainDimensions(m_EmberFile.m_Embers[i]);//Do not exceed the max texture size.
//Also ensure it has a name.
if (m_EmberFile.m_Embers[i].m_Name == "" || m_EmberFile.m_Embers[i].m_Name == "No name")
m_EmberFile.m_Embers[i].m_Name = ToString<qulonglong>(m_EmberFile.m_Embers[i].m_Index).toStdString();
}
}
else
{
backupEmber.m_Index = 0;
m_EmberFile.m_Embers.push_back(backupEmber);
}
m_EmberFile.MakeNamesUnique();
FillLibraryTree();
SetEmber(0);
}
void Fractorium::OnActionPasteXmlOver(bool checked) { m_Controller->PasteXmlOver(); }
/// <summary>
/// Copy the selected xforms.
/// Note this will also copy final if selected.
/// If none selected, just copy current.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::CopySelectedXforms()
{
m_CopiedXforms.clear();
m_CopiedFinalXform.Clear();
UpdateXform([&](Xform<T>* xform)
{
if (m_Ember.IsFinalXform(xform))
m_CopiedFinalXform = *xform;
else
m_CopiedXforms.push_back(*xform);
}, UPDATE_SELECTED, false);
m_Fractorium->ui.ActionPasteSelectedXforms->setEnabled(true);
}
void Fractorium::OnActionCopySelectedXforms(bool checked)
{
m_Controller->CopySelectedXforms();
}
/// <summary>
/// Paste the selected xforms.
/// Note this will also paste/overwrite final if previously copied.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::PasteSelectedXforms()
{
Update([&]()
{
for (auto& it : m_CopiedXforms)
m_Ember.AddXform(it);
if (!m_CopiedFinalXform.Empty())
m_Ember.SetFinalXform(m_CopiedFinalXform);
FillXforms();
});
}
void Fractorium::OnActionPasteSelectedXforms(bool checked)
{
m_Controller->PasteSelectedXforms();
}
/// <summary>
/// Reset dock widgets and tabs to their default position.
/// Note that there is a bug in Qt, where it will only move them all to the left side if at least
/// one is on the left side, or they are all floating. If one or more are docked right, and none are docked
/// left, then it will put them all on the right side. Hopefully this isn't too much of a problem.
/// </summary>
void Fractorium::OnActionResetWorkspace(bool checked)
{
QDockWidget* firstDock = nullptr;
for (auto dock : m_Docks)
{
dock->setFloating(true);
dock->setGeometry(QRect(100, 100, dock->width(), dock->height()));//Doesn't seem to have an effect.
dock->setFloating(false);
dock->show();
if (firstDock)
tabifyDockWidget(firstDock, dock);
firstDock = dock;
}
ui.LibraryDockWidget->raise();
ui.LibraryDockWidget->show();
}
/// <summary>
/// Add reflective symmetry to the current ember.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::AddReflectiveSymmetry()
{
QComboBox* combo = m_Fractorium->ui.CurrentXformCombo;
Update([&]()
{
m_Ember.AddSymmetry(-1, m_Rand);
int index = m_Ember.TotalXformCount() - (m_Ember.UseFinalXform() ? 2 : 1);//Set index to the last item before final.
FillXforms(index);
});
}
void Fractorium::OnActionAddReflectiveSymmetry(bool checked) { m_Controller->AddReflectiveSymmetry(); }
/// <summary>
/// Add rotational symmetry to the current ember.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::AddRotationalSymmetry()
{
QComboBox* combo = m_Fractorium->ui.CurrentXformCombo;
Update([&]()
{
m_Ember.AddSymmetry(2, m_Rand);
int index = m_Ember.TotalXformCount() - (m_Ember.UseFinalXform() ? 2 : 1);//Set index to the last item before final.
FillXforms(index);
});
}
void Fractorium::OnActionAddRotationalSymmetry(bool checked) { m_Controller->AddRotationalSymmetry(); }
/// <summary>
/// Add both reflective and rotational symmetry to the current ember.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::AddBothSymmetry()
{
QComboBox* combo = m_Fractorium->ui.CurrentXformCombo;
Update([&]()
{
m_Ember.AddSymmetry(-2, m_Rand);
int index = m_Ember.TotalXformCount() - (m_Ember.UseFinalXform() ? 2 : 1);//Set index to the last item before final.
FillXforms(index);
});
}
void Fractorium::OnActionAddBothSymmetry(bool checked) { m_Controller->AddBothSymmetry(); }
/// <summary>
/// Adds a FlattenVariation to every xform in the current ember.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::Flatten() { UpdateXform([&] (Xform<T>* xform) { m_Ember.Flatten(XmlToEmber<T>::m_FlattenNames); FillVariationTreeWithXform(xform); }); }
void Fractorium::OnActionFlatten(bool checked) { m_Controller->Flatten(); }
/// <summary>
/// Removes pre/reg/post FlattenVariation from every xform in the current ember.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::Unflatten() { UpdateXform([&] (Xform<T>* xform) { m_Ember.Unflatten(); FillVariationTreeWithXform(xform); }); }
void Fractorium::OnActionUnflatten(bool checked) { m_Controller->Unflatten(); }
/// <summary>
/// Delete all but one xform in the current ember.
/// Clear that xform's variations.
/// Resets the rendering process.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::ClearFlame()
{
Update([&]()
{
while (m_Ember.TotalXformCount() > 1)
m_Ember.DeleteTotalXform(m_Ember.TotalXformCount() - 1);
if (m_Ember.XformCount() == 1)
{
if (Xform<T>* xform = m_Ember.GetXform(0))
{
xform->Clear();
xform->ParentEmber(&m_Ember);
}
}
FillXforms();
});
}
void Fractorium::OnActionClearFlame(bool checked) { m_Controller->ClearFlame(); }
/// <summary>
/// Re-render all previews.
/// </summary>
void Fractorium::OnActionRenderPreviews(bool checked)
{
m_Controller->RenderPreviews();
}
/// <summary>
/// Stop all previews from being rendered. This is handy if the user
/// opens a large file with many embers in it, such as an animation sequence.
/// </summary>
void Fractorium::OnActionStopRenderingPreviews(bool checked) { m_Controller->StopPreviewRender(); }
/// <summary>
/// Show the final render dialog as a modeless dialog to allow
/// the user to minimize the main window while doing a lengthy final render.
/// Note: The user probably should not be otherwise interacting with the main GUI
/// while the final render is taking place.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionFinalRender(bool checked)
{
//First completely stop what the current rendering process is doing.
m_Controller->DeleteRenderer();//Delete the renderer, but not the controller.
OnActionSaveCurrentToOpenedFile(true);//Save whatever was edited back to the current open file.
m_RenderStatusLabel->setText("Renderer stopped.");
m_FinalRenderDialog->show();
}
/// <summary>
/// Called when the final render dialog has been closed.
/// </summary>
/// <param name="result">Ignored</param>
void Fractorium::OnFinalRenderClose(int result)
{
m_RenderStatusLabel->setText("Renderer starting...");
StartRenderTimer();//Re-create the renderer and start rendering again.
}
/// <summary>
/// Show the final options dialog.
/// Restart rendering and sync options after the options dialog is dismissed with Ok.
/// Called when the options dialog is finished with ok.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionOptions(bool checked)
{
if (m_OptionsDialog->exec())
{
SyncOptionsToToolbar();//This won't trigger a recreate, the call below handles it.
ShutdownAndRecreateFromOptions();//This will recreate the controller and/or the renderer from the options if necessary, then start the render timer.
}
}
/// <summary>
/// Show the about dialog.
/// </summary>
/// <param name="checked">Ignored</param>
void Fractorium::OnActionAbout(bool checked)
{
m_AboutDialog->exec();
}
template class FractoriumEmberController<float>;
#ifdef DO_DOUBLE
template class FractoriumEmberController<double>;
#endif