mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-21 21:20:07 -05:00
6ba16888e3
-Add new variations: crackle, dc_perlin. -Make default palette interp mode be linear instead of step. -Make summary tab the selected one in the Info tab. -Allow for highlight power of up to 10. It was previously limited to 2. --Bug fixes -Direct color calculations were wrong. -Flattening was not applied to final xform. -Fix "pure virtual function call" error on shutdown. --Code changes -Allow for array precalc params in variations by adding a size member to the ParamWithName class. -In IterOpenCLKernelCreator, memcpy precalc params instead of a direct assign since they can now be of variable length. -Add new file VarFuncs to consolidate some functions that are common to multiple variations. This also contains texture data for crackle and dc_perlin. -Place OpenCL versions of these functions in the FunctionMapper class in the EmberCL project. -Add new Singleton class that uses CRTP, is thread safe, and deletes after the last reference goes away. This fixes the usual "delete after main()" problem with singletons that use the static local function variable pattern. -Began saving files with AStyle autoformatter turned on. This will eventually touch all files as they are worked on. -Add missing backslash to CUDA include and library paths for builds on Nvidia systems. -Add missing gl.h include for Windows. -Remove glew include paths from Fractorium, it's not used. -Remove any Nvidia specific #defines and build targets, they are no longer needed with OpenCL 1.2. -Fix bad paths on linux build. -General cleanup.
635 lines
34 KiB
C++
635 lines
34 KiB
C++
#include "FractoriumPch.h"
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#include "Fractorium.h"
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/// <summary>
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/// Initialize the parameters UI.
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/// </summary>
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void Fractorium::InitParamsUI()
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{
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int row = 0;
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int spinHeight = 20;
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double dmax = numeric_limits<double>::max();
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vector<string> comboVals;
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QTableWidget* table = ui.ColorTable;
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//Because QTableWidget does not allow for a single title bar/header
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//at the top of a multi-column table, the workaround hack is to just
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//make another single column table with no rows, and use the single
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//column header as the title bar. Then positioning it right above the table
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//that holds the data. Disallow selecting and resizing of the title bar.
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SetFixedTableHeader(ui.ColorTableHeader->horizontalHeader());
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SetFixedTableHeader(ui.GeometryTableHeader->horizontalHeader());
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SetFixedTableHeader(ui.FilterTableHeader->horizontalHeader());
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SetFixedTableHeader(ui.IterationTableHeader->horizontalHeader());
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//Color.
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_BrightnessSpin, spinHeight, 0.05, 100, 1, SIGNAL(valueChanged(double)), SLOT(OnBrightnessChanged(double)), true, 4.0, 4.0, 4.0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_GammaSpin, spinHeight, 1, 9999, 0.5, SIGNAL(valueChanged(double)), SLOT(OnGammaChanged(double)), true, 4.0, 4.0, 4.0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_GammaThresholdSpin, spinHeight, 0, 10, 0.01, SIGNAL(valueChanged(double)), SLOT(OnGammaThresholdChanged(double)), true, 0.1, 0.1, 0.0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_VibrancySpin, spinHeight, 0, 30, 0.01, SIGNAL(valueChanged(double)), SLOT(OnVibrancyChanged(double)), true, 1.0, 1.0, 0.0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_HighlightSpin, spinHeight, -1.0, 10, 0.1, SIGNAL(valueChanged(double)), SLOT(OnHighlightPowerChanged(double)), true, -1.0, -1.0, -1.0);
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m_GammaThresholdSpin->setDecimals(4);
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m_BackgroundColorButton = new QPushButton("...", table);
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m_BackgroundColorButton->setMinimumWidth(21);
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m_BackgroundColorButton->setMaximumWidth(21);
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table->setCellWidget(row, 1, m_BackgroundColorButton);
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table->item(row, 1)->setTextAlignment(Qt::AlignRight | Qt::AlignVCenter);
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connect(m_BackgroundColorButton, SIGNAL(clicked(bool)), this, SLOT(OnBackgroundColorButtonClicked(bool)), Qt::QueuedConnection);
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row++;
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comboVals.push_back("Step");
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comboVals.push_back("Linear");
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SetupCombo(table, this, row, 1, m_PaletteModeCombo, comboVals, SIGNAL(currentIndexChanged(int)), SLOT(OnPaletteModeComboCurrentIndexChanged(int)));
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m_PaletteModeCombo->SetCurrentIndexStealth(PALETTE_LINEAR);
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//Geometry.
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row = 0;
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table = ui.GeometryTable;
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SetupSpinner<SpinBox, int> (table, this, row, 1, m_WidthSpin, spinHeight, 10, 2048, 50, SIGNAL(valueChanged(int)), SLOT(OnWidthChanged(int)), true, width(), width(), width());
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SetupSpinner<SpinBox, int> (table, this, row, 1, m_HeightSpin, spinHeight, 10, 2048, 50, SIGNAL(valueChanged(int)), SLOT(OnHeightChanged(int)), true, height(), height(), height());
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_CenterXSpin, spinHeight, -dmax, dmax, 0.05, SIGNAL(valueChanged(double)), SLOT(OnCenterXChanged(double)), true, 0, 0, 0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_CenterYSpin, spinHeight, -dmax, dmax, 0.05, SIGNAL(valueChanged(double)), SLOT(OnCenterYChanged(double)), true, 0, 0, 0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_ScaleSpin, spinHeight, 10, dmax, 20, SIGNAL(valueChanged(double)), SLOT(OnScaleChanged(double)), true, 240, 240, 240);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_ZoomSpin, spinHeight, 0, 100, 0.2, SIGNAL(valueChanged(double)), SLOT(OnZoomChanged(double)), true, 0, 0, 0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_RotateSpin, spinHeight, -180, 180, 10, SIGNAL(valueChanged(double)), SLOT(OnRotateChanged(double)), true, 0, 0, 0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_ZPosSpin, spinHeight, -1000, 1000, 1, SIGNAL(valueChanged(double)), SLOT(OnZPosChanged(double)), true, 0, 1, 0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_PerspectiveSpin, spinHeight, -500, 500, 0.01, SIGNAL(valueChanged(double)), SLOT(OnPerspectiveChanged(double)), true, 0, 1, 0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_PitchSpin, spinHeight, -180, 180, 1, SIGNAL(valueChanged(double)), SLOT(OnPitchChanged(double)), true, 0, 45, 0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_YawSpin, spinHeight, -180, 180, 1, SIGNAL(valueChanged(double)), SLOT(OnYawChanged(double)), true, 0, 45, 0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_DepthBlurSpin, spinHeight, -100, 100, 0.01, SIGNAL(valueChanged(double)), SLOT(OnDepthBlurChanged(double)), true, 0, 1, 0);
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//Set w/h max values.
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m_CenterXSpin->setDecimals(3);
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m_CenterYSpin->setDecimals(3);
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m_ZPosSpin->setDecimals(3);
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m_PerspectiveSpin->setDecimals(4);
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m_DepthBlurSpin->setDecimals(3);
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//Filter.
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row = 0;
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table = ui.FilterTable;
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_SpatialFilterWidthSpin, spinHeight, 0.1, 10, 0.1, SIGNAL(valueChanged(double)), SLOT(OnSpatialFilterWidthChanged(double)), true, 1.0, 1.0, 1.0);
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comboVals = SpatialFilterCreator<float>::FilterTypes();
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SetupCombo(table, this, row, 1, m_SpatialFilterTypeCombo, comboVals, SIGNAL(currentIndexChanged(const QString&)), SLOT(OnSpatialFilterTypeComboCurrentIndexChanged(const QString&)));
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_TemporalFilterWidthSpin, spinHeight, 1, 10, 1, SIGNAL(valueChanged(double)), SLOT(OnTemporalFilterWidthChanged(double)), true, 1);
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comboVals = TemporalFilterCreator<float>::FilterTypes();
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SetupCombo(table, this, row, 1, m_TemporalFilterTypeCombo, comboVals, SIGNAL(currentIndexChanged(const QString&)), SLOT(OnTemporalFilterTypeComboCurrentIndexChanged(const QString&)));
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_DEFilterMinRadiusSpin, spinHeight, 0, 25, 1, SIGNAL(valueChanged(double)), SLOT(OnDEFilterMinRadiusWidthChanged(double)), true, 0, 0, 0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_DEFilterMaxRadiusSpin, spinHeight, 0, 25, 1, SIGNAL(valueChanged(double)), SLOT(OnDEFilterMaxRadiusWidthChanged(double)), true, 0.0, 9.0, 0);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_DECurveSpin, spinHeight, 0.15, 5, 0.1, SIGNAL(valueChanged(double)), SLOT(OnDEFilterCurveWidthChanged(double)), true, 0.4, 0.4, 0.4);
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//Iteration.
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row = 0;
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table = ui.IterationTable;
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SetupSpinner<SpinBox, int>( table, this, row, 1, m_SbsSpin, spinHeight, 1000, 100000, 100, SIGNAL(valueChanged(int)), SLOT(OnSbsChanged(int)), true, DEFAULT_SBS, DEFAULT_SBS, DEFAULT_SBS);
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SetupSpinner<SpinBox, int>( table, this, row, 1, m_FuseSpin, spinHeight, 1, 1000, 5, SIGNAL(valueChanged(int)), SLOT(OnFuseChanged(int)), true, 15, 15, 15);
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SetupSpinner<DoubleSpinBox, double>(table, this, row, 1, m_QualitySpin, spinHeight, 1, dmax, 50, SIGNAL(valueChanged(double)), SLOT(OnQualityChanged(double)), true, 10, 10, 10);
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SetupSpinner<SpinBox, int>( table, this, row, 1, m_SupersampleSpin, spinHeight, 1, 4, 1, SIGNAL(valueChanged(int)), SLOT(OnSupersampleChanged(int)), true, 1, 1, 1);
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SetupSpinner<SpinBox, int>( table, this, row, 1, m_TemporalSamplesSpin, spinHeight, 1, 5000, 1, SIGNAL(valueChanged(int)), SLOT(OnTemporalSamplesChanged(int)), true, 1000);
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comboVals.clear();
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comboVals.push_back("Step");
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comboVals.push_back("Linear");
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SetupCombo(table, this, row, 1, m_AffineInterpTypeCombo, comboVals, SIGNAL(currentIndexChanged(int)), SLOT(OnAffineInterpTypeComboCurrentIndexChanged(int)));
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comboVals.clear();
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comboVals.push_back("Linear");
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comboVals.push_back("Smooth");
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SetupCombo(table, this, row, 1, m_InterpTypeCombo, comboVals, SIGNAL(currentIndexChanged(int)), SLOT(OnInterpTypeComboCurrentIndexChanged(int)));
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}
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/// <summary>
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/// Color.
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/// </summary>
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/// <summary>
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/// Set the brightness to be used for calculating K1 and K2 for filtering and final accum.
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/// Called when brightness spinner is changed.
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/// Resets the rendering process to the filtering stage.
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/// </summary>
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/// <param name="d">The brightness</param>
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template <typename T>
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void FractoriumEmberController<T>::BrightnessChanged(double d) { Update([&] { m_Ember.m_Brightness = d; }, true, FILTER_AND_ACCUM); }
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void Fractorium::OnBrightnessChanged(double d) { m_Controller->BrightnessChanged(d); }
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/// <summary>
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/// Set the gamma to be used for final accum.
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/// Called when gamma spinner is changed.
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/// Resets the rendering process if temporal samples is greater than 1,
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/// else if early clip is true, filter and accum, else final accum only.
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/// </summary>
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/// <param name="d">The gamma value</param>
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template <typename T> void FractoriumEmberController<T>::GammaChanged(double d) { Update([&] { m_Ember.m_Gamma = d; }, true, m_Ember.m_TemporalSamples > 1 ? FULL_RENDER : (m_Renderer->EarlyClip() ? FILTER_AND_ACCUM : ACCUM_ONLY)); }
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void Fractorium::OnGammaChanged(double d) { m_Controller->GammaChanged(d); }
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/// <summary>
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/// Set the gamma threshold to be used for final accum.
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/// Called when gamma threshold spinner is changed.
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/// Resets the rendering process to the final accumulation stage.
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/// </summary>
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/// <param name="d">The gamma threshold</param>
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template <typename T> void FractoriumEmberController<T>::GammaThresholdChanged(double d) { Update([&] { m_Ember.m_GammaThresh = d; }, true, m_Ember.m_TemporalSamples > 1 ? FULL_RENDER : (m_Renderer->EarlyClip() ? FILTER_AND_ACCUM : ACCUM_ONLY)); }
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void Fractorium::OnGammaThresholdChanged(double d) { m_Controller->GammaThresholdChanged(d); }
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/// <summary>
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/// Set the vibrancy to be used for final accum.
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/// Called when vibrancy spinner is changed.
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/// Resets the rendering process to the final accumulation stage if temporal samples is 1, else full reset.
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/// </summary>
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/// <param name="d">The vibrancy</param>
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template <typename T> void FractoriumEmberController<T>::VibrancyChanged(double d) { Update([&] { m_Ember.m_Vibrancy = d; }, true, m_Ember.m_TemporalSamples > 1 ? FULL_RENDER : (m_Renderer->EarlyClip() ? FILTER_AND_ACCUM : ACCUM_ONLY)); }
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void Fractorium::OnVibrancyChanged(double d) { m_Controller->VibrancyChanged(d); }
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/// <summary>
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/// Set the highlight power to be used for final accum.
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/// Called when highlight power spinner is changed.
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/// Resets the rendering process to the final accumulation stage.
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/// </summary>
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/// <param name="d">The highlight power</param>
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template <typename T> void FractoriumEmberController<T>::HighlightPowerChanged(double d) { Update([&] { m_Ember.m_HighlightPower = d; }, true, m_Ember.m_TemporalSamples > 1 ? FULL_RENDER : (m_Renderer->EarlyClip() ? FILTER_AND_ACCUM : ACCUM_ONLY)); }
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void Fractorium::OnHighlightPowerChanged(double d) { m_Controller->HighlightPowerChanged(d); }
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/// <summary>
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/// Show the color selection dialog.
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/// Called when background color button is clicked.
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/// </summary>
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/// <param name="checked">Ignored</param>
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void Fractorium::OnBackgroundColorButtonClicked(bool checked)
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{
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m_ColorDialog->show();
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}
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/// <summary>
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/// Set a new ember background color when the user accepts the color dialog.
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/// Also change the background and foreground colors of the color cell in the
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/// color params table.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="color">The color to set, RGB in the 0-255 range</param>
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template <typename T>
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void FractoriumEmberController<T>::BackgroundChanged(const QColor& color)
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{
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Update([&]
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{
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int itemRow = 5;
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QTableWidget* colorTable = m_Fractorium->ui.ColorTable;
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colorTable->item(itemRow, 1)->setBackgroundColor(color);
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QString r = ToString(color.red());
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QString g = ToString(color.green());
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QString b = ToString(color.blue());
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colorTable->item(itemRow, 1)->setTextColor(VisibleColor(color));
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colorTable->item(itemRow, 1)->setText("rgb(" + r + ", " + g + ", " + b + ")");
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//Color is 0-255, normalize to 0-1.
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m_Ember.m_Background.r = color.red() / 255.0;
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m_Ember.m_Background.g = color.green() / 255.0;
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m_Ember.m_Background.b = color.blue() / 255.0;
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});
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}
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void Fractorium::OnColorSelected(const QColor& color) { m_Controller->BackgroundChanged(color); }
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/// <summary>
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/// Set the palette index interpolation mode.
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/// Called when palette mode combo box index is changed.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="index">The index of the palette mode combo box</param>
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template <typename T> void FractoriumEmberController<T>::PaletteModeChanged(uint i) { Update([&] { m_Ember.m_PaletteMode = i == 0 ? PALETTE_STEP : PALETTE_LINEAR; }); }
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void Fractorium::OnPaletteModeComboCurrentIndexChanged(int index) { m_Controller->PaletteModeChanged(index); }
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/// <summary>
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/// Geometry.
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/// </summary>
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/// <summary>
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/// Placeholder, do nothing.
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/// Dimensions are set automatically to match the dimensions of GLWidget.
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/// </summary>
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/// <param name="d">Ignored</param>
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template <typename T> void FractoriumEmberController<T>::WidthChanged(uint i) { Update([&] { m_Ember.m_FinalRasW = i; }); }
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void Fractorium::OnWidthChanged(int i) { m_Controller->WidthChanged(i); }
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/// <summary>
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/// Placeholder, do nothing.
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/// Dimensions are set automatically to match the dimensions of GLWidget.
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/// </summary>
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/// <param name="d">Ignored</param>
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template <typename T> void FractoriumEmberController<T>::HeightChanged(uint i) { Update([&] { m_Ember.m_FinalRasH = i; }); }
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void Fractorium::OnHeightChanged(int i) { m_Controller->HeightChanged(i); }
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/// <summary>
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/// Set the x offset applied to the center of the image.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="d">The x offset value</param>
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template <typename T> void FractoriumEmberController<T>::CenterXChanged(double d) { Update([&] { m_Ember.m_CenterX = d; }); }
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void Fractorium::OnCenterXChanged(double d) { m_Controller->CenterXChanged(d); }
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/// <summary>
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/// Set the y offset applied to the center of the image.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="d">The y offset value</param>
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template <typename T> void FractoriumEmberController<T>::CenterYChanged(double d) { Update([&] { m_Ember.m_CenterY = m_Ember.m_RotCenterY = d; }); }
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void Fractorium::OnCenterYChanged(double d) { m_Controller->CenterYChanged(d); }
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/// <summary>
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/// Set the scale (pixels per unit) value of the image.
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/// Note this will not increase the number of iters ran, but will degrade quality.
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/// To preserve quality, but exponentially increase iters, use zoom.
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/// Called when scale spinner is changed.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="d">The scale value</param>
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template <typename T> void FractoriumEmberController<T>::ScaleChanged(double d) { Update([&] { m_Ember.m_PixelsPerUnit = d; }); }
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void Fractorium::OnScaleChanged(double d) { m_Controller->ScaleChanged(d); }
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/// <summary>
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/// Set the zoom value of the image.
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/// Note this will increase the number of iters ran exponentially.
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/// To zoom in without increasing iters, but sacrifice quality, use scale.
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/// Called when zoom spinner is changed.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="d">The zoom value</param>
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template <typename T> void FractoriumEmberController<T>::ZoomChanged(double d) { Update([&] { m_Ember.m_Zoom = d; }); }
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void Fractorium::OnZoomChanged(double d) { m_Controller->ZoomChanged(d); }
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/// <summary>
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/// Set the angular rotation of the image.
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/// Called when rotate spinner is changed.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="d">The rotation in angles</param>
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template <typename T> void FractoriumEmberController<T>::RotateChanged(double d) { Update([&] { m_Ember.m_Rotate = d; }); }
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void Fractorium::OnRotateChanged(double d) { m_Controller->RotateChanged(d); }
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template <typename T> void FractoriumEmberController<T>::ZPosChanged(double d) { Update([&] { m_Ember.m_CamZPos = d; }); }
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void Fractorium::OnZPosChanged(double d) { m_Controller->ZPosChanged(d); }
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template <typename T> void FractoriumEmberController<T>::PerspectiveChanged(double d) { Update([&] { m_Ember.m_CamPerspective = d; }); }
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void Fractorium::OnPerspectiveChanged(double d) { m_Controller->PerspectiveChanged(d); }
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template <typename T> void FractoriumEmberController<T>::PitchChanged(double d) { Update([&] { m_Ember.m_CamPitch = d* DEG_2_RAD; }); }
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void Fractorium::OnPitchChanged(double d) { m_Controller->PitchChanged(d); }
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template <typename T> void FractoriumEmberController<T>::YawChanged(double d) { Update([&] { m_Ember.m_CamYaw = d* DEG_2_RAD; }); }
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void Fractorium::OnYawChanged(double d) { m_Controller->YawChanged(d); }
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template <typename T> void FractoriumEmberController<T>::DepthBlurChanged(double d) { Update([&] { m_Ember.m_CamDepthBlur = d; }); }
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void Fractorium::OnDepthBlurChanged(double d) { m_Controller->DepthBlurChanged(d); }
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/// <summary>
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/// Filter.
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/// </summary>
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/// <summary>
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/// Set the spatial filter width.
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/// Called when the spatial filter width spinner is changed.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="d">The spatial filter width</param>
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template <typename T> void FractoriumEmberController<T>::SpatialFilterWidthChanged(double d) { Update([&] { m_Ember.m_SpatialFilterRadius = d; }); }//Must fully reset because it's used to create bounds.
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void Fractorium::OnSpatialFilterWidthChanged(double d) { m_Controller->SpatialFilterWidthChanged(d); }
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/// <summary>
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/// Set the spatial filter type.
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/// Called when the spatial filter type combo box index is changed.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="text">The spatial filter type</param>
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template <typename T> void FractoriumEmberController<T>::SpatialFilterTypeChanged(const QString& text) { Update([&] { m_Ember.m_SpatialFilterType = SpatialFilterCreator<T>::FromString(text.toStdString()); }); }//Must fully reset because it's used to create bounds.
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void Fractorium::OnSpatialFilterTypeComboCurrentIndexChanged(const QString& text) { m_Controller->SpatialFilterTypeChanged(text); }
|
|
|
|
/// <summary>
|
|
/// Set the temporal filter width to be used with animation.
|
|
/// Called when the temporal filter width spinner is changed.
|
|
/// Does not reset anything because this is only used for animation.
|
|
/// In the future, when animation is implemented, this will have an effect.
|
|
/// </summary>
|
|
/// <param name="d">The temporal filter width</param>
|
|
template <typename T> void FractoriumEmberController<T>::TemporalFilterWidthChanged(double d) { Update([&] { m_Ember.m_TemporalFilterWidth = d; }, true, NOTHING); }//Don't do anything until animation is implemented.
|
|
void Fractorium::OnTemporalFilterWidthChanged(double d) { m_Controller->TemporalFilterWidthChanged(d); }
|
|
|
|
/// <summary>
|
|
/// Set the temporal filter type to be used with animation.
|
|
/// Called when the temporal filter combo box index is changed.
|
|
/// Does not reset anything because this is only used for animation.
|
|
/// In the future, when animation is implemented, this will have an effect.
|
|
/// </summary>
|
|
/// <param name="text">The name of the temporal filter</param>
|
|
template <typename T> void FractoriumEmberController<T>::TemporalFilterTypeChanged(const QString& text) { Update([&] { m_Ember.m_TemporalFilterType = TemporalFilterCreator<T>::FromString(text.toStdString()); }, true, NOTHING); }//Don't do anything until animation is implemented.
|
|
void Fractorium::OnTemporalFilterTypeComboCurrentIndexChanged(const QString& text) { m_Controller->TemporalFilterTypeChanged(text); }
|
|
|
|
/// <summary>
|
|
/// Set the density estimation filter min radius value.
|
|
/// Resets the rendering process.
|
|
/// </summary>
|
|
/// <param name="d">The min radius value</param>
|
|
template <typename T>
|
|
void FractoriumEmberController<T>::DEFilterMinRadiusWidthChanged(double d)
|
|
{
|
|
Update([&]
|
|
{
|
|
if (m_Fractorium->m_DEFilterMinRadiusSpin->value() > m_Fractorium->m_DEFilterMaxRadiusSpin->value())
|
|
{
|
|
m_Fractorium->m_DEFilterMinRadiusSpin->setValue(m_Fractorium->m_DEFilterMaxRadiusSpin->value() - 1);
|
|
return;
|
|
}
|
|
|
|
m_Ember.m_MinRadDE = d;
|
|
});
|
|
}
|
|
|
|
void Fractorium::OnDEFilterMinRadiusWidthChanged(double d) { m_Controller->DEFilterMinRadiusWidthChanged(d); }
|
|
|
|
/// <summary>
|
|
/// Set the density estimation filter max radius value.
|
|
/// Resets the rendering process.
|
|
/// </summary>
|
|
/// <param name="d">The max radius value</param>
|
|
template <typename T>
|
|
void FractoriumEmberController<T>::DEFilterMaxRadiusWidthChanged(double d)
|
|
{
|
|
Update([&]
|
|
{
|
|
if (m_Fractorium->m_DEFilterMaxRadiusSpin->value() < m_Fractorium->m_DEFilterMinRadiusSpin->value())
|
|
{
|
|
m_Fractorium->m_DEFilterMaxRadiusSpin->setValue(m_Fractorium->m_DEFilterMinRadiusSpin->value() + 1);
|
|
return;
|
|
}
|
|
|
|
m_Ember.m_MaxRadDE = d;
|
|
});
|
|
}
|
|
|
|
void Fractorium::OnDEFilterMaxRadiusWidthChanged(double d) { m_Controller->DEFilterMaxRadiusWidthChanged(d); }
|
|
|
|
/// <summary>
|
|
/// Set the density estimation filter curve value.
|
|
/// Resets the rendering process.
|
|
/// </summary>
|
|
/// <param name="d">The curve value</param>
|
|
template <typename T> void FractoriumEmberController<T>::DEFilterCurveWidthChanged(double d) { Update([&] { m_Ember.m_CurveDE = d; }); }
|
|
void Fractorium::OnDEFilterCurveWidthChanged(double d) { m_Controller->DEFilterCurveWidthChanged(d); }
|
|
|
|
/// <summary>
|
|
/// Iteration.
|
|
/// </summary>
|
|
|
|
/// <summary>
|
|
/// Set the iteration depth.
|
|
/// Called when the sub batch size spinner is changed.
|
|
/// Resets the rendering process.
|
|
/// </summary>
|
|
/// <param name="d">The sub batch size value to set</param>
|
|
template <typename T> void FractoriumEmberController<T>::SbsChanged(int d) { Update([&] { m_Ember.m_SubBatchSize = d; }); }
|
|
void Fractorium::OnSbsChanged(int d) { m_Controller->SbsChanged(d); }
|
|
|
|
/// <summary>
|
|
/// Set the number of samples to disregard for each sub batch.
|
|
/// Called when the fuse count spinner is changed.
|
|
/// Resets the rendering process.
|
|
/// </summary>
|
|
/// <param name="d">The fuse count value to set</param>
|
|
template <typename T> void FractoriumEmberController<T>::FuseChanged(int d) { Update([&] { m_Ember.m_FuseCount = d; }); }
|
|
void Fractorium::OnFuseChanged(int d) { m_Controller->FuseChanged(d); }
|
|
|
|
/// <summary>
|
|
/// Set the quality.
|
|
/// 10 is good for interactive rendering on the CPU.
|
|
/// 20-50 is good for OpenCL.
|
|
/// Above 500 seems to offer little additional value for final renders.
|
|
/// Called when the quality spinner is changed.
|
|
/// If rendering is done, and the value is greater than the last value,
|
|
/// the rendering process is continued, else it's reset.
|
|
/// </summary>
|
|
/// <param name="d">The quality in terms of iterations per pixel</param>
|
|
template <typename T> void FractoriumEmberController<T>::QualityChanged(double d) { /*Update([&] { m_Ember.m_Quality = d; }, true, d > m_Ember.m_Quality ? KEEP_ITERATING : FULL_RENDER);*/ }
|
|
void Fractorium::OnQualityChanged(double d) { /*m_Controller->QualityChanged(d);*/ }
|
|
|
|
/// <summary>
|
|
/// Set the supersample.
|
|
/// Note this will dramatically degrade performance, especially in
|
|
/// OpenCL, while only giving a minor improvement in visual quality.
|
|
/// Values above 2 add no noticeable difference.
|
|
/// The user should only use this for a final render, or a quick preview, and then
|
|
/// reset it back to 1 when done.
|
|
/// Called when the supersample spinner is changed.
|
|
/// Resets the rendering process.
|
|
/// </summary>
|
|
/// <param name="d">The supersample value to set</param>
|
|
template <typename T> void FractoriumEmberController<T>::SupersampleChanged(int d) { Update([&] { m_Ember.m_Supersample = d; }); }
|
|
void Fractorium::OnSupersampleChanged(int d) { m_Controller->SupersampleChanged(d); }
|
|
|
|
/// <summary>
|
|
/// Set the temporal samples to be used with animation.
|
|
/// Called when the temporal samples spinner is changed.
|
|
/// Does not reset anything because this is only used for animation.
|
|
/// In the future, when animation is implemented, this will have an effect.
|
|
/// </summary>
|
|
/// <param name="d">The temporal samples value</param>
|
|
template <typename T> void FractoriumEmberController<T>::TemporalSamplesChanged(int i) { Update([&] { m_Ember.m_TemporalSamples = i; }, true, NOTHING); }//Don't do anything until animation is implemented.
|
|
void Fractorium::OnTemporalSamplesChanged(int d) { m_Controller->TemporalSamplesChanged(d); }
|
|
|
|
/// <summary>
|
|
/// Set the affine interpolation type.
|
|
/// Does not reset anything because this is only used for animation.
|
|
/// In the future, when animation is implemented, this will have an effect.
|
|
/// Called when the affine interp type combo box index is changed.
|
|
/// </summary>
|
|
/// <param name="index">The index</param>
|
|
template <typename T>
|
|
void FractoriumEmberController<T>::AffineInterpTypeChanged(int i)
|
|
{
|
|
Update([&]
|
|
{
|
|
if (i == 0)
|
|
m_Ember.m_AffineInterp = AFFINE_INTERP_LINEAR;
|
|
else if (i == 1)
|
|
m_Ember.m_AffineInterp = AFFINE_INTERP_LOG;
|
|
else
|
|
m_Ember.m_AffineInterp = AFFINE_INTERP_LINEAR;
|
|
}, true, NOTHING);
|
|
}
|
|
|
|
void Fractorium::OnAffineInterpTypeComboCurrentIndexChanged(int index) { m_Controller->AffineInterpTypeChanged(index); }
|
|
|
|
/// <summary>
|
|
/// Set the interpolation type.
|
|
/// Does not reset anything because this is only used for animation.
|
|
/// In the future, when animation is implemented, this will have an effect.
|
|
/// Called when the interp type combo box index is changed.
|
|
/// </summary>
|
|
/// <param name="i">The index</param>
|
|
template <typename T>
|
|
void FractoriumEmberController<T>::InterpTypeChanged(int i)
|
|
{
|
|
Update([&]
|
|
{
|
|
if (i == 0)
|
|
m_Ember.m_Interp = EMBER_INTERP_LINEAR;
|
|
else if (i == 1)
|
|
m_Ember.m_Interp = EMBER_INTERP_SMOOTH;
|
|
else
|
|
m_Ember.m_Interp = EMBER_INTERP_LINEAR;
|
|
}, true, NOTHING);
|
|
}
|
|
|
|
void Fractorium::OnInterpTypeComboCurrentIndexChanged(int index) { m_Controller->InterpTypeChanged(index); }
|
|
|
|
/// <summary>
|
|
/// Set the center.
|
|
/// This updates the spinners as well as the current ember center.
|
|
/// Resets the renering process.
|
|
/// </summary>
|
|
/// <param name="x">The x offset</param>
|
|
/// <param name="y">The y offset</param>
|
|
template <typename T>
|
|
void FractoriumEmberController<T>::SetCenter(double x, double y)
|
|
{
|
|
m_Ember.m_CenterX = x;
|
|
m_Ember.m_CenterY = m_Ember.m_RotCenterY = y;
|
|
m_Fractorium->m_CenterXSpin->SetValueStealth(x);//Don't trigger a redraw twice.
|
|
m_Fractorium->m_CenterYSpin->SetValueStealth(y);
|
|
|
|
if (m_Renderer.get())//On startup, this will be null at first because a resize takes place before the rendering thread is started.
|
|
CenterXChanged(m_Ember.m_CenterX);//Trigger update using both new values.
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fill the parameter tables and palette widgets with values from the current ember.
|
|
/// This takes ~1-2ms.
|
|
/// </summary>
|
|
template <typename T>
|
|
void FractoriumEmberController<T>::FillParamTablesAndPalette()
|
|
{
|
|
m_Fractorium->m_BrightnessSpin->SetValueStealth(m_Ember.m_Brightness);//Color.
|
|
m_Fractorium->m_GammaSpin->SetValueStealth(m_Ember.m_Gamma);
|
|
m_Fractorium->m_GammaThresholdSpin->SetValueStealth(m_Ember.m_GammaThresh);
|
|
m_Fractorium->m_VibrancySpin->SetValueStealth(m_Ember.m_Vibrancy);
|
|
m_Fractorium->m_HighlightSpin->SetValueStealth(m_Ember.m_HighlightPower);
|
|
m_Fractorium->m_ColorDialog->setCurrentColor(QColor(m_Ember.m_Background.r * 255, m_Ember.m_Background.g * 255, m_Ember.m_Background.b * 255));
|
|
m_Fractorium->ui.ColorTable->item(5, 1)->setBackgroundColor(m_Fractorium->m_ColorDialog->currentColor());
|
|
m_Fractorium->m_PaletteModeCombo->SetCurrentIndexStealth(int(m_Ember.m_PaletteMode));
|
|
m_Fractorium->m_WidthSpin->SetValueStealth(m_Ember.m_FinalRasW);//Geometry.
|
|
m_Fractorium->m_HeightSpin->SetValueStealth(m_Ember.m_FinalRasH);
|
|
m_Fractorium->m_CenterXSpin->SetValueStealth(m_Ember.m_CenterX);
|
|
m_Fractorium->m_CenterYSpin->SetValueStealth(m_Ember.m_CenterY);
|
|
m_Fractorium->m_ScaleSpin->SetValueStealth(m_Ember.m_PixelsPerUnit);
|
|
m_Fractorium->m_ZoomSpin->SetValueStealth(m_Ember.m_Zoom);
|
|
m_Fractorium->m_RotateSpin->SetValueStealth(m_Ember.m_Rotate);
|
|
m_Fractorium->m_ZPosSpin->SetValueStealth(m_Ember.m_CamZPos);
|
|
m_Fractorium->m_PerspectiveSpin->SetValueStealth(m_Ember.m_CamPerspective);
|
|
m_Fractorium->m_PitchSpin->SetValueStealth(m_Ember.m_CamPitch * RAD_2_DEG_T);
|
|
m_Fractorium->m_YawSpin->SetValueStealth(m_Ember.m_CamYaw * RAD_2_DEG_T);
|
|
m_Fractorium->m_DepthBlurSpin->SetValueStealth(m_Ember.m_CamDepthBlur);
|
|
m_Fractorium->m_SpatialFilterWidthSpin->SetValueStealth(m_Ember.m_SpatialFilterRadius);//Filter.
|
|
m_Fractorium->m_SpatialFilterTypeCombo->SetCurrentIndexStealth(int(m_Ember.m_SpatialFilterType));
|
|
m_Fractorium->m_TemporalFilterWidthSpin->SetValueStealth(m_Ember.m_TemporalFilterWidth);
|
|
m_Fractorium->m_TemporalFilterTypeCombo->SetCurrentIndexStealth(int(m_Ember.m_TemporalFilterType));
|
|
m_Fractorium->m_DEFilterMinRadiusSpin->SetValueStealth(m_Ember.m_MinRadDE);
|
|
m_Fractorium->m_DEFilterMaxRadiusSpin->SetValueStealth(m_Ember.m_MaxRadDE);
|
|
m_Fractorium->m_DECurveSpin->SetValueStealth(m_Ember.m_CurveDE);
|
|
m_Fractorium->m_SbsSpin->SetValueStealth(m_Ember.m_SubBatchSize);//Iteration.
|
|
m_Fractorium->m_FuseSpin->SetValueStealth(m_Ember.m_FuseCount);
|
|
m_Fractorium->m_QualitySpin->SetValueStealth(m_Ember.m_Quality);
|
|
m_Fractorium->m_SupersampleSpin->SetValueStealth(m_Ember.m_Supersample);
|
|
m_Fractorium->m_TemporalSamplesSpin->SetValueStealth(m_Ember.m_TemporalSamples);
|
|
m_Fractorium->m_AffineInterpTypeCombo->SetCurrentIndexStealth(m_Ember.m_AffineInterp);
|
|
m_Fractorium->m_InterpTypeCombo->SetCurrentIndexStealth(m_Ember.m_Interp);
|
|
//Palette related items:
|
|
//The temp palette is assigned the palette read when the file was parsed/saved. The user can apply adjustments on the GUI later.
|
|
//These adjustments will be applied to the temp palette, then assigned back to m_Ember.m_Palette.
|
|
//Normally, the temp palette is assigned whenever the user clicks on a palette cell. But since this is not
|
|
//called in response to that event, it is skipped here so must do it manually.
|
|
m_TempPalette = m_Ember.m_Palette;
|
|
//Palette controls are reset on each ember load. This means that if the palette was adjusted, saved, the selected ember
|
|
//changed to another, then back, the previously adjusted palette will now be considered the base, and all adjustments set to 0.
|
|
//To fix this, the caller must preserve the temp palette and the adjustment values and reassign. See Fractorium::CreateControllerFromOptions()
|
|
//for an example.
|
|
m_Fractorium->ResetPaletteControls();
|
|
auto temp = m_Ember.m_Palette.m_Filename;
|
|
|
|
if (temp.get())
|
|
m_Fractorium->SetPaletteFileComboIndex(*temp.get());
|
|
|
|
//Update the palette preview widget.
|
|
//Since the controls were cleared above, the adjusted palette will be identical to the base palette.
|
|
//Callers can set, apply and display palette adjustments after this function exits if needed.
|
|
UpdateAdjustedPaletteGUI(m_Ember.m_Palette);//Updating the palette GUI will trigger a full render.
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copy all GUI widget values on the parameters tab to the passed in ember.
|
|
/// </summary>
|
|
/// <param name="ember">The ember to copy values to.</param>
|
|
template <typename T>
|
|
void FractoriumEmberController<T>::ParamsToEmber(Ember<T>& ember)
|
|
{
|
|
QColor color = m_Fractorium->ui.ColorTable->item(5, 1)->backgroundColor();
|
|
ember.m_Brightness = m_Fractorium->m_BrightnessSpin->value();//Color.
|
|
ember.m_Gamma = m_Fractorium->m_GammaSpin->value();
|
|
ember.m_GammaThresh = m_Fractorium->m_GammaThresholdSpin->value();
|
|
ember.m_Vibrancy = m_Fractorium->m_VibrancySpin->value();
|
|
ember.m_HighlightPower = m_Fractorium->m_HighlightSpin->value();
|
|
ember.m_Background.r = color.red() / 255.0;
|
|
ember.m_Background.g = color.green() / 255.0;
|
|
ember.m_Background.b = color.blue() / 255.0;
|
|
ember.m_PaletteMode = ePaletteMode(m_Fractorium->m_PaletteModeCombo->currentIndex());
|
|
ember.m_FinalRasW = m_Fractorium->m_WidthSpin->value();//Geometry.
|
|
ember.m_FinalRasH = m_Fractorium->m_HeightSpin->value();
|
|
ember.m_CenterX = m_Fractorium->m_CenterXSpin->value();
|
|
ember.m_CenterY = ember.m_RotCenterY = m_Fractorium->m_CenterYSpin->value();
|
|
ember.m_PixelsPerUnit = m_Fractorium->m_ScaleSpin->value();
|
|
ember.m_Zoom = m_Fractorium->m_ZoomSpin->value();
|
|
ember.m_Rotate = m_Fractorium->m_RotateSpin->value();
|
|
ember.m_CamZPos = m_Fractorium->m_ZPosSpin->value();
|
|
ember.m_CamPerspective = m_Fractorium->m_PerspectiveSpin->value();
|
|
ember.m_CamPitch = m_Fractorium->m_PitchSpin->value() * DEG_2_RAD_T;
|
|
ember.m_CamYaw = m_Fractorium->m_YawSpin->value() * DEG_2_RAD_T;
|
|
ember.m_CamDepthBlur = m_Fractorium->m_DepthBlurSpin->value();
|
|
ember.m_SpatialFilterRadius = m_Fractorium->m_SpatialFilterWidthSpin->value();//Filter.
|
|
ember.m_SpatialFilterType = eSpatialFilterType(m_Fractorium->m_SpatialFilterTypeCombo->currentIndex());
|
|
ember.m_TemporalFilterWidth = m_Fractorium->m_TemporalFilterWidthSpin->value();
|
|
ember.m_TemporalFilterType = eTemporalFilterType(m_Fractorium->m_TemporalFilterTypeCombo->currentIndex());
|
|
ember.m_MinRadDE = m_Fractorium->m_DEFilterMinRadiusSpin->value();
|
|
ember.m_MaxRadDE = m_Fractorium->m_DEFilterMaxRadiusSpin->value();
|
|
ember.m_CurveDE = m_Fractorium->m_DECurveSpin->value();
|
|
ember.m_SubBatchSize = m_Fractorium->m_SbsSpin->value();
|
|
ember.m_FuseCount = m_Fractorium->m_FuseSpin->value();
|
|
ember.m_Quality = m_Fractorium->m_QualitySpin->value();
|
|
ember.m_Supersample = m_Fractorium->m_SupersampleSpin->value();
|
|
ember.m_TemporalSamples = m_Fractorium->m_TemporalSamplesSpin->value();
|
|
ember.m_AffineInterp = eAffineInterp(m_Fractorium->m_AffineInterpTypeCombo->currentIndex());
|
|
ember.m_Interp = eInterp(m_Fractorium->m_InterpTypeCombo->currentIndex());
|
|
ember.SyncSize();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the rotation.
|
|
/// This updates the spinner, optionally stealth.
|
|
/// </summary>
|
|
/// <param name="rot">The rotation value in angles to set</param>
|
|
/// <param name="stealth">True if stealth to skip re-rendering, else false to trigger a new render</param>
|
|
void Fractorium::SetRotation(double rot, bool stealth)
|
|
{
|
|
if (stealth)
|
|
m_RotateSpin->SetValueStealth(rot);
|
|
else
|
|
m_RotateSpin->setValue(rot);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the scale.
|
|
/// This is the number of raster pixels that correspond to the distance
|
|
/// between 0-1 in the cartesian plane. The higher the number, the more
|
|
/// zoomed in the image is.
|
|
/// Resets the rendering process.
|
|
/// </summary>
|
|
/// <param name="scale">The scale value</param>
|
|
void Fractorium::SetScale(double scale)
|
|
{
|
|
m_ScaleSpin->setValue(scale);
|
|
}
|
|
|
|
template class FractoriumEmberController<float>;
|
|
|
|
#ifdef DO_DOUBLE
|
|
template class FractoriumEmberController<double>;
|
|
#endif
|