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

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

442 lines
19 KiB
C++

#include "FractoriumPch.h"
#include "FractoriumEmberController.h"
#include "Fractorium.h"
#include "GLEmberController.h"
/// <summary>
/// Constructor which initializes the non-templated members contained in this class.
/// The renderer, other templated members and GUI setup will be done in the templated derived controller class.
/// </summary>
/// <param name="fractorium">Pointer to the main window.</param>
FractoriumEmberControllerBase::FractoriumEmberControllerBase(Fractorium* fractorium)
: m_PaletteList(PaletteList<float>::Instance())
{
Timing t;
m_Fractorium = fractorium;
m_Rand = QTIsaac<ISAAC_SIZE, ISAAC_INT>(ISAAC_INT(t.Tic()), ISAAC_INT(t.Tic() * 2), ISAAC_INT(t.Tic() * 3));//Ensure a different rand seed on each instance.
m_RenderTimer = make_unique<QTimer>(m_Fractorium);
m_RenderTimer->setInterval(0);
m_Fractorium->connect(m_RenderTimer.get(), SIGNAL(timeout()), SLOT(IdleTimer()));
m_RenderRestartTimer = make_unique<QTimer>(m_Fractorium);
m_AnimateTimer = make_unique<QTimer>(m_Fractorium);
m_AnimateTimer->stop();
m_Fractorium->connect(m_RenderRestartTimer.get(), &QTimer::timeout, [&]() { m_Fractorium->StartRenderTimer(false); });//It's ok to pass false for the first shot because creating the controller will start the preview renders.
// XXX: why not SLOT(SequenceAnimateNextFrame())?
m_Fractorium->connect(m_AnimateTimer.get(), &QTimer::timeout, [&]() { SequenceAnimateNextFrame(); });
}
/// <summary>
/// Destructor which stops rendering and deletes the timers.
/// All other memory is cleared automatically through the use of STL.
/// </summary>
FractoriumEmberControllerBase::~FractoriumEmberControllerBase()
{
StopRenderTimer(true);
m_RenderTimer->stop();
m_RenderRestartTimer->stop();
m_AnimateTimer->stop();
}
/// <summary>
/// Pause or resume the renderer.
/// </summary>
/// <param name="pause">True to pause, false to unpause.</param>
void FractoriumEmberControllerBase::Pause(bool pause)
{
m_Renderer->Pause(pause);
}
/// <summary>
/// Retrieve the paused state of the renderer.
/// </summary>
/// <returns>True if the renderer is paused, else false.</returns>
bool FractoriumEmberControllerBase::Paused()
{
return m_Renderer->Paused();
}
/// <summary>
/// Constructor which passes the main window parameter to the base, initializes the templated members contained in this class.
/// Then sets up the parts of the GUI that require templated Widgets, such as the variations tree and the palette table.
/// Note the renderer is not setup here automatically. Instead, it must be manually created by the caller later.
/// </summary>
/// <param name="fractorium">Pointer to the main window.</param>
template <typename T>
FractoriumEmberController<T>::FractoriumEmberController(Fractorium* fractorium)
: FractoriumEmberControllerBase(fractorium),
m_VariationList(VariationList<T>::Instance())
{
size_t b = 0;
m_GLController = make_unique<GLEmberController<T>>(fractorium, fractorium->ui.GLDisplay, this);
m_LibraryPreviewRenderer = make_unique<TreePreviewRenderer<T>>(this, m_Fractorium->ui.LibraryTree, m_EmberFile);
m_SequencePreviewRenderer = make_unique<TreePreviewRenderer<T>>(this, m_Fractorium->ui.SequenceTree, m_SequenceFile);
m_PaletteList->Clear();
m_Fractorium->ui.PaletteFilenameCombo->clear();
//Initial combo change event to fill the palette table will be called automatically later.
//Look hard for a palette.
const auto paths = GetDefaultPaths();
for (auto& path : paths)
b |= InitPaletteList(path);
if (b)
{
m_SheepTools = make_unique<SheepTools<T, float>>(m_PaletteList->Name(0), new EmberNs::Renderer<T, float>());
}
else
{
QString allPaths;
for (auto& path : paths)
allPaths += path + "\r\n";
allPaths = QString("No palettes found in paths:\r\n") + allPaths + "\r\nExiting.";
std::runtime_error ex(allPaths.toStdString());
throw ex;
}
if (m_PaletteList->Size() >= 1)//Only add the user palette if the folder already had a palette, which means we'll be using this folder.
if (m_PaletteList->AddEmptyPaletteFile((GetDefaultUserPath() + "/user-palettes.xml").toStdString()))
m_Fractorium->ui.PaletteFilenameCombo->addItem("user-palettes.xml");
BackgroundChanged(QColor(0, 0, 0));//Default to black.
ClearUndo();
}
/// <summary>
/// Empty destructor that does nothing.
/// </summary>
template <typename T>
FractoriumEmberController<T>::~FractoriumEmberController() { }
/// <summary>
/// Setters for embers, ember files and palettes which convert between float and double types.
/// These are used to preserve the current ember/file when switching between renderers.
/// Note that some precision will be lost when going from double to float.
/// </summary>
template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<float>& ember, bool verbatim, bool updatePointer, int xformIndex) { SetEmberPrivate<float>(ember, verbatim, updatePointer, xformIndex); }
template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<float>& ember, std::function<void(Ember<float>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<float>& emberFile, bool move) { move ? m_EmberFile = std::move(emberFile) : m_EmberFile = emberFile; }
template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<float>& emberFile, bool sequence, std::function<void(Ember<float>& ember)> perEmberOperation)
{
if (sequence)
{
emberFile.m_Filename = m_SequenceFile.m_Filename;
CopyCont(emberFile.m_Embers, m_SequenceFile.m_Embers, perEmberOperation);
}
else
{
emberFile.m_Filename = m_EmberFile.m_Filename;
CopyCont(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
}
}
template <typename T> void FractoriumEmberController<T>::CopyXaosToggleEmber(Ember<float>& ember) { ember = m_XaosToggleEmber; }
template <typename T> void FractoriumEmberController<T>::SetXaosToggleEmber(const Ember<float>& ember) { m_XaosToggleEmber = ember; }
template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<float>& palette) { m_TempPalette = palette; }
template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<float>& palette) { palette = m_TempPalette; }
#ifdef DO_DOUBLE
template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<double>& ember, bool verbatim, bool updatePointer, int xformIndex) { SetEmberPrivate<double>(ember, verbatim, updatePointer, xformIndex); }
template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<double>& ember, std::function<void(Ember<double>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<double>& emberFile, bool move) { move ? m_EmberFile = std::move(emberFile) : m_EmberFile = emberFile; }
template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<double>& emberFile, bool sequence, std::function<void(Ember<double>& ember)> perEmberOperation)
{
if (sequence)
{
emberFile.m_Filename = m_SequenceFile.m_Filename;
CopyCont(emberFile.m_Embers, m_SequenceFile.m_Embers, perEmberOperation);
}
else
{
emberFile.m_Filename = m_EmberFile.m_Filename;
CopyCont(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
}
}
template <typename T> void FractoriumEmberController<T>::CopyXaosToggleEmber(Ember<double>& ember) { ember = m_XaosToggleEmber; }
template <typename T> void FractoriumEmberController<T>::SetXaosToggleEmber(const Ember<double>& ember) { m_XaosToggleEmber = ember; }
template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<double>& palette) { m_TempPalette = palette; }
template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<double>& palette) { palette = m_TempPalette; }
#endif
template <typename T> Ember<T>* FractoriumEmberController<T>::CurrentEmber() { return &m_Ember; }
template <typename T>
void FractoriumEmberController<T>::ConstrainDimensions(Ember<T>& ember)
{
ember.m_FinalRasW = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), int(ember.m_FinalRasW));
ember.m_FinalRasH = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), int(ember.m_FinalRasH));
}
/// <summary>
/// Set the ember at the specified index from the currently opened file as the current Ember.
/// Also attempt to keep the same xform inxed selected, which is useful when switching between many
/// similar embers when setting up animation keyframes.
/// Clears the undo state.
/// Resets the rendering process.
/// </summary>
/// <param name="index">The index in the file from which to retrieve the ember</param>
/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
template <typename T>
void FractoriumEmberController<T>::SetEmber(size_t index, bool verbatim)
{
if (index < m_EmberFile.Size())
{
auto currentXformIndex = m_Fractorium->ui.CurrentXformCombo->currentIndex();
m_Fractorium->SelectLibraryItem(index);
ClearUndo();
SetEmber(*m_EmberFile.Get(index), verbatim, true, currentXformIndex);
}
}
/// <summary>
/// Wrapper to call a function, then optionally add the requested action to the rendering queue.
/// </summary>
/// <param name="func">The function to call</param>
/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
template <typename T>
void FractoriumEmberController<T>::Update(std::function<void(void)> func, bool updateRender, eProcessAction action)
{
func();
if (updateRender)
UpdateRender(action);
}
/// <summary>
/// Wrapper to call a function on the current ember and optionally all other embers in the file.
/// Then optionally add the requested action to the rendering queue.
/// </summary>
/// <param name="func">The function to call</param>
/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
/// <param name="applyAll">True to apply the action to all embers in the file in addition to the curent one, false to apply the action only to the current one.</param>
template <typename T>
void FractoriumEmberController<T>::UpdateAll(std::function<void(Ember<T>& ember, bool isMain)> func, bool updateRender, eProcessAction action, bool applyAll)
{
func(m_Ember, true);
if (applyAll)
for (auto& it : m_EmberFile.m_Embers)
func(it, false);
if (updateRender)
UpdateRender(action);
}
/// <summary>
/// Wrapper to call a function on the specified xforms, then optionally add the requested action to the rendering queue.
/// If no xforms are selected via the checkboxes, and the update type is UPDATE_SELECTED, then the function will be called only on the currently selected xform.
/// If the update type is UPDATE_CURRENT_AND_SELECTED, and the current is not among those selected, then the function will be called on the currently selected xform as well.
/// </summary>
/// <param name="func">The function to call which will pass the xform under consideration, the absolute xform index, and the index within the selected xforms</param>
/// <param name="updateType">Whether to apply this update operation on the current, all or selected xforms. Default: eXformUpdate::UPDATE_CURRENT.</param>
/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
/// <param name="index">The xform index to use when action is eXformUpdate::UPDATE_SPECIFIC. Default: 0.</param>
template <typename T>
void FractoriumEmberController<T>::UpdateXform(std::function<void(Xform<T>*, size_t, size_t)> func, eXformUpdate updateType, bool updateRender, eProcessAction action, size_t index)
{
int i = 0;
size_t selIndex = 0;
const auto current = CurrentXform();
const auto currentIndex = m_Fractorium->ui.CurrentXformCombo->currentIndex();
const bool forceFinal = m_Fractorium->HaveFinal();
const bool isCurrentFinal = m_Ember.IsFinalXform(current);
const bool doFinal = updateType != eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL && updateType != eXformUpdate::UPDATE_ALL_EXCEPT_FINAL;
switch (updateType)
{
case eXformUpdate::UPDATE_SPECIFIC:
{
if (auto xform = m_Ember.GetTotalXform(index, forceFinal))
func(xform, index, 0);
}
break;
case eXformUpdate::UPDATE_CURRENT:
{
if (current)
func(current, currentIndex, 0);
}
break;
case eXformUpdate::UPDATE_CURRENT_AND_SELECTED:
{
bool currentDone = false;
while (const auto xform = m_Ember.GetTotalXform(i, forceFinal))
{
if (m_Fractorium->IsXformSelected(i))
{
func(xform, i, selIndex++);
if (xform == current)
currentDone = true;
}
i++;
}
if (!currentDone)//Current was not among those selected, so apply to it.
func(current, currentIndex, selIndex);
}
break;
case eXformUpdate::UPDATE_SELECTED:
case eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL:
{
bool anyUpdated = false;
while (const auto xform = (doFinal ? m_Ember.GetTotalXform(i, forceFinal) : m_Ember.GetXform(i)))
{
if (m_Fractorium->IsXformSelected(i))
{
func(xform, i, selIndex++);
anyUpdated = true;
}
i++;
}
if (!anyUpdated)//None were selected, so just apply to the current.
if (doFinal || !isCurrentFinal)//If do final, call func regardless. If not, only call if current is not final.
if (current)
func(current, currentIndex, selIndex);
}
break;
case eXformUpdate::UPDATE_ALL:
{
while (const auto xform = m_Ember.GetTotalXform(i, forceFinal))
func(xform, i++, selIndex++);
}
break;
case eXformUpdate::UPDATE_ALL_EXCEPT_FINAL:
default:
{
while (const auto xform = m_Ember.GetXform(i))
func(xform, i++, selIndex++);
}
break;
}
if (updateRender)
UpdateRender(action);
}
/// <summary>
/// Set the current ember, but use GUI values for the fields which make sense to
/// keep the same between ember selection changes.
/// Note the extra template parameter U allows for assigning ember of different types.
/// Resets the rendering process.
/// </summary>
/// <param name="ember">The ember to set as the current</param>
/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
/// <param name="updatePointer">If true, update the current ember pointer to the address of the one passed in.</param>
/// <param name="xformIndex">The xform index to select as the current one</param>
template <typename T>
template <typename U>
void FractoriumEmberController<T>::SetEmberPrivate(const Ember<U>& ember, bool verbatim, bool updatePointer, int xformIndex)
{
if (ember.m_Name != m_Ember.m_Name)
m_LastSaveCurrent = "";
const auto w = m_Ember.m_FinalRasW;//Cache values for use below.
const auto h = m_Ember.m_FinalRasH;
m_Ember = ember;
m_XaosToggleEmber.Clear();
if (updatePointer && (typeid(T) == typeid(U)))
m_EmberFilePointer = (Ember<T>*)&ember;
if (!verbatim)
{
m_Ember.m_TemporalSamples = 1;//Change once animation is supported.
m_Ember.m_Quality = m_Fractorium->m_QualitySpin->value();
m_Ember.m_Supersample = m_Fractorium->m_SupersampleSpin->value();
}
static EmberToXml<T> writer;//Save parameters of last full render just in case there is a crash.
const auto path = GetDefaultUserPath();
const QDir dir(path);
if (!dir.exists())
dir.mkpath(".");
const auto filename = path.toStdString() + "/last.flame";
writer.Save(filename, m_Ember, 0, true, true, false, true, true);
m_GLController->ResetMouseState();
FillXforms(xformIndex);//Must do this first because the palette setup in FillParamTablesAndPalette() uses the xforms combo.
FillParamTablesAndPalette();
FillCurvesControl();
FillSummary();
//If a resize happened, this won't do anything because the new size is not reflected in the scroll area yet.
//However, it will have been taken care of in SyncSizes() in that case, so it's ok.
//This is for when a new ember with the same size was loaded. If it was larger than the scroll area, and was scrolled, re-center it.
if (m_Ember.m_FinalRasW == w && m_Ember.m_FinalRasH == h)
m_Fractorium->CenterScrollbars();
}
/// <summary>
/// Thin derivation to handle preview rendering multiple embers previews to a tree.
/// </summary>
/// <param name="start">The 0-based index to start rendering previews for</param>
/// <param name="end">The 0-based index which is one beyond the last ember to render a preview for</param>
template <typename T>
void TreePreviewRenderer<T>::PreviewRenderFunc(uint start, uint end)
{
const auto f = m_Controller->m_Fractorium;
m_PreviewRenderer.EarlyClip(f->m_Settings->EarlyClip());
m_PreviewRenderer.YAxisUp(f->m_Settings->YAxisUp());
m_PreviewRenderer.ThreadCount(std::max(1u, Timing::ProcessorCount() - 1));//Leave one processor free so the GUI can breathe.
// Possible animate item at index 0
if (const auto top = m_Tree->topLevelItem(m_Tree->topLevelItemCount() - 1))
{
size_t i = start;
for (auto b = Advance(m_EmberFile.m_Embers.begin(), start); m_PreviewRun && i < end && b != m_EmberFile.m_Embers.end(); ++b, ++i)
{
m_PreviewEmber = *b;
m_PreviewEmber.SyncSize();
m_PreviewEmber.SetSizeAndAdjustScale(PREVIEW_SIZE, PREVIEW_SIZE, false, eScaleType::SCALE_WIDTH);
m_PreviewEmber.m_TemporalSamples = 1;
m_PreviewEmber.m_Quality = 25;
m_PreviewEmber.m_Supersample = 1;
m_PreviewRenderer.SetEmber(m_PreviewEmber, eProcessAction::FULL_RENDER, true);
if (m_PreviewRenderer.Run(m_PreviewFinalImage) == eRenderStatus::RENDER_OK)
{
if (const auto treeItem = dynamic_cast<EmberTreeWidgetItemBase*>(top->child(int(i))))
{
//It is critical that Qt::DirectConnection is passed because this is running on a different thread than the UI.
//This ensures the events are processed in order as each preview is updated, and that control does not return here
//until the update is complete.
if (m_PreviewRun)
{
QMetaObject::invokeMethod(f, "SetTreeItemData", Qt::DirectConnection,
Q_ARG(EmberTreeWidgetItemBase*, treeItem),
Q_ARG(vv4F&, m_PreviewFinalImage),
Q_ARG(uint, PREVIEW_SIZE),
Q_ARG(uint, PREVIEW_SIZE));
treeItem->SetRendered();
}
}
}
}
}
}
template class FractoriumEmberController<float>;
template class PreviewRenderer<float>;
template class TreePreviewRenderer<float>;
#ifdef DO_DOUBLE
template class FractoriumEmberController<double>;
template class PreviewRenderer<double>;
template class TreePreviewRenderer<double>;
#endif