mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-22 05:30:06 -05:00
9e94170a70
--User Changes Size is no longer fixed to the window size. Size scaling is done differently in the final render dialog. This fixes several bugs. Remove Xml saving size from settings and options dialog, it no longer applies. Final render can be broken into strips. Set default save path to the desktop if none is found in the settings file. Set default output size to 1920x1080 if none is found in the settings file. --Bug Fixes Better memory size reporting in final render dialog. --Code Changes Migrate to C++11, Qt 5.3.1, and Visual Studio 2013. Change most instances of unsigned int to size_t, and int to intmax_t. Add m_OrigPixPerUnit and m_ScaleType to Ember for scaling purposes. Replace some sprintf_s() calls in XmlToEmber with ostringstream. Move more non-templated members into RendererBase. Add CopyVec() overload that takes a per element function pointer. Add vector Memset(). Replace '&' with '+' instead of "&" in XmlToEmber for much faster parsing. Break strips rendering out into EmberCommon and call from EmberRender and Fractorium. Make AddAndWriteBuffer() just call WriteBuffer(). Make AddAndWriteImage() delete the existing image first before replacing it. Add SetOutputTexture() to RendererCL to support making new textures in response to resize events. Remove multiple return statements in RendererCL, and replace with a bool that tracks results. Add ToDouble(), MakeEnd(), ToString() and Exists() wrappers in Fractorium. Add Size() wrapper in EmberFile. Make QString function arguments const QString&, and string with const string&. Make ShowCritical() wrapper for invoking a message box from another thread. Add combo box to TwoButtonWidget and rename.
632 lines
33 KiB
C++
632 lines
33 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, 2.0, 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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//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, 9.0, 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_PassesSpin, spinHeight, 1, 3, 1, SIGNAL(valueChanged(int)), SLOT(OnPassesChanged(int)), true, 1, 1, 1);
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SetupSpinner<SpinBox, int> (table, this, row, 1, m_TemporalSamplesSpin, spinHeight, 1, 5000, 50, SIGNAL(valueChanged(int)), SLOT(OnTemporalSamplesChanged(int)), true, 1000);
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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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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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int threshold = 105;
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int delta = (color.red() * 0.299) + //Magic numbers gotten from a Stack Overflow post.
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(color.green() * 0.587) +
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(color.blue() * 0.114);
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QColor textColor = (255 - delta < threshold) ? QColor(0, 0, 0) : QColor(255, 255, 255);
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colorTable->item(itemRow, 1)->setTextColor(textColor);
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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(unsigned int 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(unsigned int 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(unsigned int 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 = 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>
|
|
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.
|
|
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 number of passes.
|
|
/// This is a feature that is mostly useless and unused, and may even be removed soon.
|
|
/// It should never be set to a value greater than 1.
|
|
/// Resets the rendering process.
|
|
/// </summary>
|
|
/// <param name="d">The passes value</param>
|
|
template <typename T> void FractoriumEmberController<T>::PassesChanged(int i) { Update([&] { m_Ember.m_Passes = i; }); }
|
|
void Fractorium::OnPassesChanged(int d) { m_Controller->PassesChanged(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 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 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 = INTERP_LINEAR;
|
|
else if (i == 1)
|
|
m_Ember.m_AffineInterp = INTERP_LOG;
|
|
else
|
|
m_Ember.m_AffineInterp = 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 = 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.
|
|
/// </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_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_PassesSpin->SetValueStealth(m_Ember.m_Passes);//Iteration.
|
|
m_Fractorium->m_TemporalSamplesSpin->SetValueStealth(m_Ember.m_TemporalSamples);
|
|
m_Fractorium->m_QualitySpin->SetValueStealth(m_Ember.m_Quality);
|
|
m_Fractorium->m_SupersampleSpin->SetValueStealth(m_Ember.m_Supersample);
|
|
m_Fractorium->m_AffineInterpTypeCombo->SetCurrentIndexStealth(m_Ember.m_AffineInterp);
|
|
m_Fractorium->m_InterpTypeCombo->SetCurrentIndexStealth(m_Ember.m_Interp);
|
|
|
|
//Palette.
|
|
m_Fractorium->ResetPaletteControls();
|
|
m_Fractorium->m_PaletteHueSpin->SetValueStealth(NormalizeDeg180<double>(m_Ember.m_Hue * 360.0));//Convert -0.5 to 0.5 range to -180 - 180.
|
|
|
|
//Use -1 as a placeholder to mean either generate a random palette from the list or
|
|
//to just use the values "as-is" without looking them up in the list.
|
|
if (m_Ember.m_Palette.m_Index >= 0)
|
|
{
|
|
m_Fractorium->OnPaletteCellClicked(Clamp<int>(m_Ember.m_Palette.m_Index, 0, m_Fractorium->ui.PaletteListTable->rowCount() - 1), 1);
|
|
}
|
|
else
|
|
{
|
|
//An ember with an embedded palette was loaded, rather than one from the list, so assign it directly to the controls without applying adjustments.
|
|
//Normally, temp palette is assigned whenever the user clicks on a palette cell. But since that is skipped here just make a copy of the ember's palette.
|
|
m_TempPalette = m_Ember.m_Palette;
|
|
UpdateAdjustedPaletteGUI(m_Ember.m_Palette);//Will clear name string since embedded palettes have no name. This 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 = m_Fractorium->m_CenterYSpin->value();
|
|
ember.m_PixelsPerUnit = m_Fractorium->m_ScaleSpin->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_Passes = m_Fractorium->m_PassesSpin->value();
|
|
ember.m_TemporalSamples = m_Fractorium->m_TemporalSamplesSpin->value();
|
|
ember.m_Quality = m_Fractorium->m_QualitySpin->value();
|
|
ember.m_Supersample = m_Fractorium->m_SupersampleSpin->value();
|
|
ember.m_AffineInterp = (eAffineInterp)m_Fractorium->m_AffineInterpTypeCombo->currentIndex();
|
|
ember.m_Interp = (eInterp)m_Fractorium->m_InterpTypeCombo->currentIndex();
|
|
}
|
|
|
|
/// <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);
|
|
}
|