fractorium/Source/Ember/Point.h
Person 1dfbd4eff2 --User changes
-Add new preset dimensions to the right click menu of the width and height fields in the editor.
-Change QSS stylesheets to properly handle tabs.
-Make tabs rectangular by default. For some reason, they had always been triangular.

--Bug fixes
 -Incremental rendering times in the editor were wrong.

--Code changes
 -Migrate to Qt6. There is probably more work to be done here.
-Migrate to VS2022.
-Migrate to Wix 4 installer.
-Change installer to install to program files for all users.
-Fix many VS2022 code analysis warnings.
-No longer use byte typedef, because std::byte is now a type. Revert all back to unsigned char.
-Upgrade OpenCL headers to version 3.0 and keep locally now rather than trying to look for system files.
-No longer link to Nvidia or AMD specific OpenCL libraries. Use the generic installer located at OCL_ROOT too.
-Add the ability to change OpenCL grid dimensions. This was attempted for investigating possible performance improvments, but made no difference.

This has not been verified on Linux or Mac yet.
2023-04-25 17:59:54 -06:00

216 lines
5.4 KiB
C++

#pragma once
#include "EmberDefines.h"
#include "Affine2D.h"
#include "Timing.h"
/// <summary>
/// Basic point and color structures used in iteration.
/// </summary>
namespace EmberNs
{
/// <summary>
/// The point used to store the result of each iteration, which is
/// a spatial coordinate, a color index/coordinate and a visibility value.
/// Note that a Y color coordinate is not used at the moment because
/// only 1D palettes are supported like the original. However, in the future
/// 2D palettes may be supported like Fractron does.
/// Template argument expected to be float or double.
/// </summary>
template <typename T>
class EMBER_API Point
{
public:
/// <summary>
/// Constructor to initialize spatial and color coordinates to zero, with full visibility.
/// </summary>
Point() = default;
~Point() = default;
/// <summary>
/// Default copy constructor.
/// </summary>
/// <param name="point">The Point object to copy</param>
Point(const Point<T>& point)
{
Point<T>::operator=<T>(point);
}
/// <summary>
/// Copy constructor to copy a Point object of type U.
/// </summary>
/// <param name="point">The Point object to copy</param>
template <typename U>
Point(const Point<U>& point)
{
Point<T>::operator=<U>(point);
}
/// <summary>
/// Default assignment operator.
/// </summary>
/// <param name="point">The Point object to copy</param>
Point<T>& operator = (const Point<T>& point)
{
if (this != &point)
Point<T>::operator=<T>(point);
return *this;
}
/// <summary>
/// Assignment operator to assign a Point object of type U.
/// </summary>
/// <param name="point">The Point object to copy.</param>
/// <returns>Reference to updated self</returns>
template <typename U>
Point<T>& operator = (const Point<U>& point)
{
m_X = point.m_X;
m_Y = point.m_Y;
m_Z = point.m_Z;
m_ColorX = point.m_ColorX;
//m_ColorY = point.m_ColorY;
m_Opacity = point.m_Opacity;
return *this;
}
//Set spatial and color coordinates to zero, with full visibility.
T m_X = 0;
T m_Y = 0;
T m_Z = 0;
T m_ColorX = 0;
//T m_ColorY;
T m_Opacity = 1;
};
/// <summary>
/// Comparer used for sorting the results of iteration by their spatial x coordinates.
/// </summary>
/// <param name="a">The first point to compare</param>
/// <param name="b">The second point to compare</param>
/// <returns>1 if the first point had an x coordinate less than the second point, else 0</returns>
template <typename T>
static int SortPointByX(const Point<T>& a, const Point<T>& b)
{
return a.m_X < b.m_X;
}
/// <summary>
/// Comparer used for sorting the results of iteration by their spatial y coordinates.
/// </summary>
/// <param name="a">The first point to compare</param>
/// <param name="b">The second point to compare</param>
/// <returns>1 if the first point had an y coordinate less than the second point, else 0</returns>
template <typename T>
static int SortPointByY(const Point<T>& a, const Point<T>& b)
{
return a.m_Y < b.m_Y;
}
/// <summary>
/// Thin override of a glm::vec4 which adds a couple of functions
/// specific to color handling.
/// </summary>
template <typename T>
struct EMBER_API Color : public v4T
{
using v4T::r;
using v4T::g;
using v4T::b;
using v4T::a;
public:
/// <summary>
/// Constructor to set color values to zero, with full visibility.
/// </summary>
Color()
{
Reset();
}
/// <summary>
/// Default copy constructor.
/// </summary>
/// <param name="color">The Color object to copy</param>
Color(const Color<T>& color)
: v4T()
{
Color<T>::operator=<T>(color);
}
/// <summary>
/// Copy constructor to copy a Color object of type U.
/// </summary>
/// <param name="color">The Color object to copy</param>
template <typename U>
Color(const Color<U>& color)
{
Color<T>::operator=<U>(color);
}
/// <summary>
/// Default assignment operator.
/// </summary>
/// <param name="color">The Color object to copy</param>
Color<T>& operator = (const Color<T>& color)
{
if (this != &color)
Color<T>::operator=<T>(color);
return *this;
}
/// <summary>
/// Assignment operator to assign a Color object of type U.
/// </summary>
/// <param name="color">The Color object to copy.</param>
/// <returns>Reference to updated self</returns>
template <typename U>
Color<T>& operator = (const Color<U>& color)
{
#ifdef _WIN32
v4T::operator=<U>(color);
#else
v4T::template operator=<U>(color);
#endif
return *this;
}
/// <summary>
/// Member-wise constructor.
/// </summary>
/// <param name="rr">The red value, either 0-1 or 0-255.</param>
/// <param name="gg">The green value, either 0-1 or 0-255.</param>
/// <param name="bb">The blue value, either 0-1 or 0-255.</param>
/// <param name="aa">The alpha value, either 0-1 or 0-255.</param>
Color(T rr, T gg, T bb, T aa)
: v4T(rr, gg, bb, aa)
{
}
/// <summary>
/// Set color values and visibility to zero.
/// </summary>
inline void Clear()
{
r = 0;
g = 0;
b = 0;
a = 0;
}
/// <summary>
/// Set color values to zero, with full visibility.
/// </summary>
/// <param name="norm">If norm is true, the color fields are expected to have a range of 0-1, else 0-255</param>
inline void Reset(bool norm = true)
{
r = 0;
g = 0;
b = 0;
a = norm ? T{ 1 } : T{ 255 };
}
};
}