mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-22 13:40:06 -05:00
fcd060976c
-Support 4k monitors, and in general, properly scale any monitor that is not HD. -Allow for a spatial filter of radius zero, which means do not use a spatial filter. -Add new variations: concentric, cpow3, helicoid, helix, rand_cubes, sphereblur. -Use a new method for computing elliptic which is more precise. Developed by Discord user Claude. -Remove the 8 variation per xform limitation on the GPU. -Allow for loading the last flame file on startup, rather than randoms. -Use two different default quality values in the interactive renderer, one each for CPU and GPU. -Creating linked xforms was using non-standard behavior. Make it match Apo and also support creating multiple linked xforms at once. --Bug fixes -No variations in an xform used to have the same behavior as a single linear variation with weight 1. While sensible, this breaks backward compatibility. No variations now sets the output point to zeroes. -Prevent crashing the program when adjusting a value on the main window while a final render is in progress. -The xaos table was inverted. --Code changes -Convert projects to Visual Studio 2017. -Change bad vals from +- 1e10 to +-1e20. -Reintroduce the symmetry tag in xforms for legacy support in programs that do not use color_speed. -Compiler will not let us use default values in templated member functions anymore.
415 lines
16 KiB
C++
415 lines
16 KiB
C++
#include "FractoriumPch.h"
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#include "FractoriumEmberController.h"
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#include "Fractorium.h"
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#include "GLEmberController.h"
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/// <summary>
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/// Constructor which initializes the non-templated members contained in this class.
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/// The renderer, other templated members and GUI setup will be done in the templated derived controller class.
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/// </summary>
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/// <param name="fractorium">Pointer to the main window.</param>
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FractoriumEmberControllerBase::FractoriumEmberControllerBase(Fractorium* fractorium)
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: m_PaletteList(PaletteList<float>::Instance())
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{
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Timing t;
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m_Fractorium = fractorium;
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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.
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m_RenderTimer = make_unique<QTimer>(m_Fractorium);
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m_RenderTimer->setInterval(0);
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m_Fractorium->connect(m_RenderTimer.get(), SIGNAL(timeout()), SLOT(IdleTimer()));
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m_RenderRestartTimer = make_unique<QTimer>(m_Fractorium);
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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.
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}
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/// <summary>
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/// Destructor which stops rendering and deletes the timers.
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/// All other memory is cleared automatically through the use of STL.
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/// </summary>
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FractoriumEmberControllerBase::~FractoriumEmberControllerBase()
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{
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StopRenderTimer(true);
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m_RenderTimer->stop();
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m_RenderRestartTimer->stop();
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}
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/// <summary>
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/// Constructor which passes the main window parameter to the base, initializes the templated members contained in this class.
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/// Then sets up the parts of the GUI that require templated Widgets, such as the variations tree and the palette table.
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/// Note the renderer is not setup here automatically. Instead, it must be manually created by the caller later.
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/// </summary>
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/// <param name="fractorium">Pointer to the main window.</param>
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template <typename T>
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FractoriumEmberController<T>::FractoriumEmberController(Fractorium* fractorium)
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: FractoriumEmberControllerBase(fractorium),
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m_VariationList(VariationList<T>::Instance())
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{
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size_t b = 0;
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m_GLController = make_unique<GLEmberController<T>>(fractorium, fractorium->ui.GLDisplay, this);
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m_LibraryPreviewRenderer = make_unique<TreePreviewRenderer<T>>(this, m_Fractorium->ui.LibraryTree, m_EmberFile);
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m_SequencePreviewRenderer = make_unique<TreePreviewRenderer<T>>(this, m_Fractorium->ui.SequenceTree, m_SequenceFile);
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m_PaletteList->Clear();
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m_Fractorium->ui.PaletteFilenameCombo->clear();
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//Initial combo change event to fill the palette table will be called automatically later.
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//Look hard for a palette.
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auto paths = GetDefaultPaths();
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for (auto& path : paths)
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b |= InitPaletteList(path);
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if (b)
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{
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m_SheepTools = make_unique<SheepTools<T, float>>(m_PaletteList->Name(0), new EmberNs::Renderer<T, float>());
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}
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else
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{
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QString allPaths;
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for (auto& path : paths)
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allPaths += path + "\r\n";
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allPaths = QString("No palettes found in paths:\r\n") + allPaths + "\r\nExiting.";
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std::runtime_error ex(allPaths.toStdString());
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throw ex;
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}
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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.
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if (m_PaletteList->AddEmptyPaletteFile((GetDefaultUserPath() + "/user-palettes.xml").toStdString()))
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m_Fractorium->ui.PaletteFilenameCombo->addItem("user-palettes.xml");
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BackgroundChanged(QColor(0, 0, 0));//Default to black.
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ClearUndo();
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}
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/// <summary>
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/// Empty destructor that does nothing.
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/// </summary>
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template <typename T>
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FractoriumEmberController<T>::~FractoriumEmberController() { }
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/// <summary>
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/// Setters for embers, ember files and palettes which convert between float and double types.
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/// These are used to preserve the current ember/file when switching between renderers.
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/// Note that some precision will be lost when going from double to float.
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/// </summary>
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template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<float>& ember, bool verbatim, bool updatePointer) { SetEmberPrivate<float>(ember, verbatim, updatePointer); }
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template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<float>& ember, std::function<void(Ember<float>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
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template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<float>& emberFile, bool move) { move ? m_EmberFile = std::move(emberFile) : m_EmberFile = emberFile; }
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template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<float>& emberFile, bool sequence, std::function<void(Ember<float>& ember)> perEmberOperation)
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{
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if (sequence)
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{
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emberFile.m_Filename = m_SequenceFile.m_Filename;
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CopyCont(emberFile.m_Embers, m_SequenceFile.m_Embers, perEmberOperation);
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}
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else
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{
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emberFile.m_Filename = m_EmberFile.m_Filename;
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CopyCont(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
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}
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}
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template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<float>& palette) { m_TempPalette = palette; }
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template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<float>& palette) { palette = m_TempPalette; }
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#ifdef DO_DOUBLE
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template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<double>& ember, bool verbatim, bool updatePointer) { SetEmberPrivate<double>(ember, verbatim, updatePointer); }
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template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<double>& ember, std::function<void(Ember<double>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
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template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<double>& emberFile, bool move) { move ? m_EmberFile = std::move(emberFile) : m_EmberFile = emberFile; }
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template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<double>& emberFile, bool sequence, std::function<void(Ember<double>& ember)> perEmberOperation)
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{
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if (sequence)
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{
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emberFile.m_Filename = m_SequenceFile.m_Filename;
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CopyCont(emberFile.m_Embers, m_SequenceFile.m_Embers, perEmberOperation);
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}
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else
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{
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emberFile.m_Filename = m_EmberFile.m_Filename;
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CopyCont(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
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}
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}
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template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<double>& palette) { m_TempPalette = palette; }
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template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<double>& palette) { palette = m_TempPalette; }
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#endif
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template <typename T> Ember<T>* FractoriumEmberController<T>::CurrentEmber() { return &m_Ember; }
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template <typename T>
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void FractoriumEmberController<T>::ConstrainDimensions(Ember<T>& ember)
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{
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ember.m_FinalRasW = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), int(ember.m_FinalRasW));
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ember.m_FinalRasH = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), int(ember.m_FinalRasH));
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}
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/// <summary>
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/// Set the ember at the specified index from the currently opened file as the current Ember.
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/// Clears the undo state.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="index">The index in the file from which to retrieve the ember</param>
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/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
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template <typename T>
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void FractoriumEmberController<T>::SetEmber(size_t index, bool verbatim)
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{
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if (index < m_EmberFile.Size())
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{
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m_Fractorium->SelectLibraryItem(index);
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ClearUndo();
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SetEmber(*m_EmberFile.Get(index), verbatim, true);
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}
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}
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/// <summary>
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/// Wrapper to call a function, then optionally add the requested action to the rendering queue.
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/// </summary>
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/// <param name="func">The function to call</param>
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/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
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/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
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template <typename T>
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void FractoriumEmberController<T>::Update(std::function<void(void)> func, bool updateRender, eProcessAction action)
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{
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func();
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if (updateRender)
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UpdateRender(action);
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}
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/// <summary>
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/// Wrapper to call a function on the current ember and optionally all other embers in the file.
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/// Then optionally add the requested action to the rendering queue.
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/// </summary>
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/// <param name="func">The function to call</param>
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/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
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/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
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/// <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>
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template <typename T>
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void FractoriumEmberController<T>::UpdateAll(std::function<void(Ember<T>& ember)> func, bool updateRender, eProcessAction action, bool applyAll)
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{
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func(m_Ember);
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if (applyAll)
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for (auto& it : m_EmberFile.m_Embers)
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func(it);
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if (updateRender)
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UpdateRender(action);
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}
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/// <summary>
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/// Wrapper to call a function on the specified xforms, then optionally add the requested action to the rendering queue.
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/// 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.
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/// 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.
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/// </summary>
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/// <param name="func">The function to call</param>
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/// <param name="updateType">Whether to apply this update operation on the current, all or selected xforms. Default: eXformUpdate::UPDATE_CURRENT.</param>
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/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
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/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
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/// <param name="index">The xform index to use when action is eXformUpdate::UPDATE_SPECIFIC. Default: 0.</param>
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template <typename T>
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void FractoriumEmberController<T>::UpdateXform(std::function<void(Xform<T>*)> func, eXformUpdate updateType, bool updateRender, eProcessAction action, size_t index)
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{
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int i = 0;
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auto current = CurrentXform();
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bool forceFinal = m_Fractorium->HaveFinal();
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bool isCurrentFinal = m_Ember.IsFinalXform(current);
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bool doFinal = updateType != eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL && updateType != eXformUpdate::UPDATE_ALL_EXCEPT_FINAL;
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switch (updateType)
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{
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case eXformUpdate::UPDATE_SPECIFIC:
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{
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if (auto xform = m_Ember.GetTotalXform(index, forceFinal))
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func(xform);
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}
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break;
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case eXformUpdate::UPDATE_CURRENT:
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{
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if (current)
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func(current);
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}
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break;
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case eXformUpdate::UPDATE_CURRENT_AND_SELECTED:
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{
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bool currentDone = false;
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while (auto xform = m_Ember.GetTotalXform(i, forceFinal))
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{
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if (i < m_Fractorium->m_XformSelections.size())
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{
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if (auto w = m_Fractorium->m_XformSelections[i])
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{
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if (w->isChecked())
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{
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func(xform);
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if (xform == current)
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currentDone = true;
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}
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}
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}
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i++;
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}
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if (!currentDone)//Current was not among those selected, so apply to it.
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func(current);
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}
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break;
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case eXformUpdate::UPDATE_SELECTED:
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case eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL:
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{
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bool anyUpdated = false;
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while (auto xform = (doFinal ? m_Ember.GetTotalXform(i, forceFinal) : m_Ember.GetXform(i)))
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{
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if (i < m_Fractorium->m_XformSelections.size())
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{
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if (auto w = m_Fractorium->m_XformSelections[i])
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{
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if (w->isChecked())
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{
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func(xform);
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anyUpdated = true;
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}
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}
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}
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i++;
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}
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if (!anyUpdated)//None were selected, so just apply to the current.
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if (doFinal || !isCurrentFinal)//If do final, call func regardless. If not, only call if current is not final.
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if (current)
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func(current);
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}
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break;
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case eXformUpdate::UPDATE_ALL:
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{
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while (auto xform = m_Ember.GetTotalXform(i++, forceFinal))
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func(xform);
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}
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break;
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case eXformUpdate::UPDATE_ALL_EXCEPT_FINAL:
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default:
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{
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while (auto xform = m_Ember.GetXform(i++))
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func(xform);
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}
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break;
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}
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if (updateRender)
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UpdateRender(action);
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}
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/// <summary>
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/// Set the current ember, but use GUI values for the fields which make sense to
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/// keep the same between ember selection changes.
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/// Note the extra template parameter U allows for assigning ember of different types.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="ember">The ember to set as the current</param>
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/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
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/// <param name="updatePointer">If true, update the current ember pointer to the address of the one passed in.</param>
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template <typename T>
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template <typename U>
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void FractoriumEmberController<T>::SetEmberPrivate(const Ember<U>& ember, bool verbatim, bool updatePointer)
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{
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if (ember.m_Name != m_Ember.m_Name)
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m_LastSaveCurrent = "";
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size_t w = m_Ember.m_FinalRasW;//Cache values for use below.
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size_t h = m_Ember.m_FinalRasH;
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m_Ember = ember;
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if (updatePointer)
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m_EmberFilePointer = &ember;
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if (!verbatim)
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{
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m_Ember.m_TemporalSamples = 1;//Change once animation is supported.
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m_Ember.m_Quality = m_Fractorium->m_QualitySpin->value();
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m_Ember.m_Supersample = m_Fractorium->m_SupersampleSpin->value();
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}
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static EmberToXml<T> writer;//Save parameters of last full render just in case there is a crash.
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auto path = GetDefaultUserPath();
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QDir dir(path);
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if (!dir.exists())
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dir.mkpath(".");
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string filename = path.toStdString() + "/last.flame";
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writer.Save(filename, m_Ember, 0, true, true, false, true, true);
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m_GLController->ResetMouseState();
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FillXforms();//Must do this first because the palette setup in FillParamTablesAndPalette() uses the xforms combo.
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FillParamTablesAndPalette();
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FillCurvesControl();
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FillSummary();
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//If a resize happened, this won't do anything because the new size is not reflected in the scroll area yet.
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//However, it will have been taken care of in SyncSizes() in that case, so it's ok.
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//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.
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if (m_Ember.m_FinalRasW == w && m_Ember.m_FinalRasH == h)
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m_Fractorium->CenterScrollbars();
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}
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/// <summary>
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/// Thin derivation to handle preview rendering multiple embers previews to a tree.
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/// </summary>
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/// <param name="start">The 0-based index to start rendering previews for</param>
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/// <param name="end">The 0-based index which is one beyond the last ember to render a preview for</param>
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template <typename T>
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void TreePreviewRenderer<T>::PreviewRenderFunc(uint start, uint end)
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{
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auto f = m_Controller->m_Fractorium;
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m_PreviewRenderer.EarlyClip(f->m_Settings->EarlyClip());
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m_PreviewRenderer.YAxisUp(f->m_Settings->YAxisUp());
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m_PreviewRenderer.ThreadCount(std::max(1u, Timing::ProcessorCount() - 1));//Leave one processor free so the GUI can breathe.
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if (auto top = m_Tree->topLevelItem(0))
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{
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size_t i = start;
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for (auto b = Advance(m_EmberFile.m_Embers.begin(), start); m_PreviewRun && i < end && b != m_EmberFile.m_Embers.end(); ++b, ++i)
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{
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m_PreviewEmber = *b;
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m_PreviewEmber.SyncSize();
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m_PreviewEmber.SetSizeAndAdjustScale(PREVIEW_SIZE, PREVIEW_SIZE, false, eScaleType::SCALE_WIDTH);
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m_PreviewEmber.m_TemporalSamples = 1;
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m_PreviewEmber.m_Quality = 25;
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m_PreviewEmber.m_Supersample = 1;
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m_PreviewRenderer.SetEmber(m_PreviewEmber);
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if (m_PreviewRenderer.Run(m_PreviewFinalImage) == eRenderStatus::RENDER_OK)
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{
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if (auto treeItem = dynamic_cast<EmberTreeWidgetItemBase*>(top->child(int(i))))
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{
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//It is critical that Qt::BlockingQueuedConnection is passed because this is running on a different thread than the UI.
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//This ensures the events are processed in order as each preview is updated, and that control does not return here
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//until the update is complete.
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QMetaObject::invokeMethod(f, "SetLibraryTreeItemData", Qt::BlockingQueuedConnection,
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Q_ARG(EmberTreeWidgetItemBase*, treeItem),
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Q_ARG(vv4F&, m_PreviewFinalImage),
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Q_ARG(uint, PREVIEW_SIZE),
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Q_ARG(uint, PREVIEW_SIZE));
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}
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}
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}
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}
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}
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template class FractoriumEmberController<float>;
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template class PreviewRenderer<float>;
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template class TreePreviewRenderer<float>;
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#ifdef DO_DOUBLE
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template class FractoriumEmberController<double>;
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template class PreviewRenderer<double>;
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template class TreePreviewRenderer<double>;
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#endif
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