From 3d494f96e129d14434f0815510eb876a751628ad Mon Sep 17 00:00:00 2001 From: Rodney Date: Nov 21 2022 20:51:08 +0000 Subject: Merge pull request #4602 from shun-iwasawa/g/floorbump New Fx: Floor Bump Fx Iwa --- diff --git a/stuff/config/current.txt b/stuff/config/current.txt index a630fd0..c0f90d1 100644 --- a/stuff/config/current.txt +++ b/stuff/config/current.txt @@ -1430,7 +1430,26 @@ "STD_iwa_LinearGradientFx.wave_amplitude" "Amplitude" "STD_iwa_LinearGradientFx.wave_frequency" "Frequency" "STD_iwa_LinearGradientFx.wave_phase" "Phase" - + + "STD_iwa_FloorBumpFx" "Floor Bump Iwa" + "STD_iwa_FloorBumpFx.renderMode" "Render Mode" + "STD_iwa_FloorBumpFx.fov" "Fov" + "STD_iwa_FloorBumpFx.cameraAltitude" "Camera Altitude" + "STD_iwa_FloorBumpFx.eyeLevel" "Eye Level" + "STD_iwa_FloorBumpFx.drawLevel" "Draw Level" + "STD_iwa_FloorBumpFx.waveHeight" "Wave Height" + "STD_iwa_FloorBumpFx.textureOffsetAmount" "Amount" + "STD_iwa_FloorBumpFx.textureOffsetSpread" "Spread" + "STD_iwa_FloorBumpFx.sourcePrecision" "Precision" + "STD_iwa_FloorBumpFx.souceMargin" "Margin" + "STD_iwa_FloorBumpFx.lightAzimuth" "Azimuth" + "STD_iwa_FloorBumpFx.lightElevation" "Elevation" + "STD_iwa_FloorBumpFx.depth" "Depth" + "STD_iwa_FloorBumpFx.refractiveIndex" "Refractive Index" + "STD_iwa_FloorBumpFx.distanceLevel" "Distance Level" + "STD_iwa_FloorBumpFx.differenceMode" "Render difference from unbumped state" + "STD_iwa_FloorBumpFx.displacement" "Displacement" + "STD_iwa_GlareFx" "Glare Iwa" "STD_iwa_GlareFx.renderMode" "Render Mode" "STD_iwa_GlareFx.irisMode" "Iris Shape" diff --git a/stuff/profiles/layouts/fxs/STD_iwa_FloorBumpFx.xml b/stuff/profiles/layouts/fxs/STD_iwa_FloorBumpFx.xml new file mode 100644 index 0000000..23fddf1 --- /dev/null +++ b/stuff/profiles/layouts/fxs/STD_iwa_FloorBumpFx.xml @@ -0,0 +1,39 @@ + + + renderMode + fov + cameraAltitude + eyeLevel + drawLevel + waveHeight + souceMargin + displacement + + + sourcePrecision + + + + textureOffsetAmount + textureOffsetSpread + + + + lightAzimuth + lightElevation + + + + depth + refractiveIndex + + + + distanceLevel + + + + differenceMode + + + diff --git a/stuff/profiles/layouts/fxs/fxs.lst b/stuff/profiles/layouts/fxs/fxs.lst index ff93317..0af39ce 100644 --- a/stuff/profiles/layouts/fxs/fxs.lst +++ b/stuff/profiles/layouts/fxs/fxs.lst @@ -35,6 +35,7 @@ STD_warpFx STD_inoWarphvFx STD_iwa_BarrelDistortFx + STD_iwa_FloorBumpFx STD_diamondGradientFx diff --git a/toonz/sources/include/toonzqt/paramfield.h b/toonz/sources/include/toonzqt/paramfield.h index 5a0b4c3..5c2a20a 100644 --- a/toonz/sources/include/toonzqt/paramfield.h +++ b/toonz/sources/include/toonzqt/paramfield.h @@ -546,6 +546,8 @@ public: QSize getPreferredSize() override { return QSize(150, 20); } + int getValue() const; + protected slots: void onChange(const QString &str); }; diff --git a/toonz/sources/include/tparamuiconcept.h b/toonz/sources/include/tparamuiconcept.h index 167008e..51595c8 100644 --- a/toonz/sources/include/tparamuiconcept.h +++ b/toonz/sources/include/tparamuiconcept.h @@ -72,6 +72,8 @@ public: ELLIPSE, // used in spin blur ino and radial blur ino + VERTICAL_POS, // A horizontal line at given height + // { [TDoubleParamP] } TYPESCOUNT }; diff --git a/toonz/sources/stdfx/CMakeLists.txt b/toonz/sources/stdfx/CMakeLists.txt index b29fd9a..ed196a7 100644 --- a/toonz/sources/stdfx/CMakeLists.txt +++ b/toonz/sources/stdfx/CMakeLists.txt @@ -86,6 +86,7 @@ set(HEADERS iwa_bokeh_advancedfx.h iwa_bokeh_util.h globalcontrollablefx.h + iwa_floorbumpfx.h ) if(OpenCV_FOUND) @@ -280,6 +281,7 @@ set(SOURCES iwa_rainbowfx.cpp iwa_bokeh_advancedfx.cpp iwa_bokeh_util.cpp + iwa_floorbumpfx.cpp ) if(OpenCV_FOUND) diff --git a/toonz/sources/stdfx/iwa_floorbumpfx.cpp b/toonz/sources/stdfx/iwa_floorbumpfx.cpp new file mode 100644 index 0000000..903f0bd --- /dev/null +++ b/toonz/sources/stdfx/iwa_floorbumpfx.cpp @@ -0,0 +1,1475 @@ +#include "iwa_floorbumpfx.h" + +#include "tparamuiconcept.h" +#include "iwa_fresnel.h" + +#include + +namespace { + +inline double cross(const QPointF a, const QPointF b) { + return a.x() * b.y() - a.y() * b.x(); +}; + +inline float lerp(const float v1, const float v2, const float r) { + return v1 * (1.0f - r) + v2 * r; +}; +inline QPointF lerpUV(const QPointF p1, const QPointF p2, const float r) { + return p1 * (1.0 - r) + p2 * r; +}; +float4 lerp4(const float4 v1, const float4 v2, const float r) { + return float4{v1.x * (1.0f - r) + v2.x * r, v1.y * (1.0f - r) + v2.y * r, + v1.z * (1.0f - r) + v2.z * r, v1.w * (1.0f - r) + v2.w * r}; +}; + +inline QVector3D lerpPos(const QVector3D v1, const QVector3D v2, + const float r) { + return (v1 * (1.0 - r) + v2 * r); +}; + +inline QVector3D lerpNormal(const QVector3D v1, const QVector3D v2, + const float r) { + return lerpPos(v1, v2, r).normalized(); +}; + +inline float fresnelFactor(const float radian) { + float degree = radian / M_PI_180; + if (degree < 0.0f) + return fresnel[0]; + else if (degree >= 90.0f) + return fresnel[90]; + int id = int(std::floor(degree)); + float ratio = degree - float(id); + return lerp(fresnel[id], fresnel[id + 1], ratio); +}; + +inline bool isTextureUsed(int renderMode) { + return renderMode == Iwa_FloorBumpFx::TextureMode // Texture + || renderMode == Iwa_FloorBumpFx::RefractionMode // Refraction + || renderMode == Iwa_FloorBumpFx::ReflectionMode; // Reflection +} + +// pixel height projected on the projection plane +inline double getVPos(const QPointF &zyPos, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + QPointF a1 = QPointF(0, vars.P_y) - zyPos; + QPointF a2 = vars.A - vars.B; + QPointF b1 = vars.A - zyPos; + QPointF b2 = vars.B - zyPos; + double s1 = cross(b2, a1) / 2.0; + double s2 = cross(a1, b1) / 2.0; + double ratio = s1 / (s1 + s2); + return vars.H * ratio; +}; + +inline float4 getSourcePix(QPointF p, float4 *source_host, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + auto source = [&](QPoint p) { + return source_host[p.y() * vars.sourceDim.lx + p.x()]; + }; + + QPointF uv = (p + QPointF(vars.margin, vars.margin)) * vars.precision; + int inc_x = 1, inc_y = 1; + if (uv.x() < 0.0) + uv.setX(0.0); + else if (uv.x() >= vars.sourceDim.lx - 1) { + uv.setX(vars.sourceDim.lx - 1); + inc_x = 0; + } + if (uv.y() < 0.0) + uv.setY(0.0); + else if (uv.y() >= vars.sourceDim.ly - 1) { + uv.setY(vars.sourceDim.ly - 1); + inc_y = 0; + } + QPoint p00(int(std::floor(uv.x())), int(std::floor(uv.y()))); + QPointF frac = uv - QPointF(p00); + if (frac.isNull()) return source(p00); + QPoint p01 = p00 + QPoint(inc_x, 0); + QPoint p10 = p00 + QPoint(0, inc_y); + QPoint p11 = p00 + QPoint(inc_x, inc_y); + + return lerp4(lerp4(source(p00), source(p01), frac.x()), + lerp4(source(p10), source(p11), frac.x()), frac.y()); +}; + +inline float getMapValue(QPointF p, float *map_host, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + auto map = [&](QPoint p) { return map_host[p.y() * vars.refDim.lx + p.x()]; }; + QPointF uv = p + QPointF(vars.margin, vars.margin); + int inc_x = 1, inc_y = 1; + if (uv.x() < 0.0) + uv.setX(0.0); + else if (uv.x() >= vars.refDim.lx - 1) { + uv.setX(vars.refDim.lx - 1); + inc_x = 0; + } + if (uv.y() < 0.0) + uv.setY(0.0); + else if (uv.y() >= vars.refDim.ly - 1) { + uv.setY(vars.refDim.ly - 1); + inc_y = 0; + } + QPoint p00(int(std::floor(uv.x())), int(std::floor(uv.y()))); + QPointF frac = uv - QPointF(p00); + if (frac.isNull()) return map(p00); + QPoint p01 = p00 + QPoint(inc_x, 0); + QPoint p10 = p00 + QPoint(0, inc_y); + QPoint p11 = p00 + QPoint(inc_x, inc_y); + + return lerp(lerp(map(p00), map(p01), frac.x()), + lerp(map(p10), map(p11), frac.x()), frac.y()); +}; + +// compute horizontal position of the projected point on the projection +// plane +inline double getXPos(QVector3D pos, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + double angle_Q = vars.angle_el - atan((vars.P_y - pos.y()) / pos.z()); + double dist = + vars.d_PT * cos(vars.angle_el - angle_Q) / (cos(angle_Q) * pos.z()); + return pos.x() * dist + double(vars.resultDim.lx) * 0.5; +}; + +inline float4 getTextureOffsetColor(double preTexOff, double texOff, + float ratio) { + float val = lerp(preTexOff, texOff, ratio); + return float4{val, val, val, 1.0}; +}; +inline float4 getDiffuseColor(QVector3D n, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + float val = QVector3D::dotProduct(n, vars.sunVec); + if (val < 0.0) val = 0.0; + return float4{val, val, val, 1.0}; +}; +inline float4 getDiffuseDifferenceColor( + QVector3D n, QVector3D base_n, const Iwa_FloorBumpFx::FloorBumpVars &vars) { + float val = QVector3D::dotProduct(n, vars.sunVec); + float base_val = QVector3D::dotProduct(base_n, vars.sunVec); + val = (val - base_val) * 0.5 + 0.5; + if (val < 0.0) + val = 0.0; + else if (val > 1.0) + val = 1.0; + return float4{val, val, val, 1.0}; +}; +inline float4 getSpecularColor(QVector3D n, QVector3D pos, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + QVector3D halfVector = + ((vars.eyePos - pos).normalized() + vars.sunVec).normalized(); + float val = QVector3D::dotProduct(n, halfVector); + if (val < 0.0) val = 0.0; + val = std::pow(val, 50.0); + return float4{val, val, val, 1.0}; +}; +inline float4 getSpecularDifferenceColor( + QVector3D n, QVector3D base_n, QVector3D pos, QVector3D base_pos, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + QVector3D halfVector = + ((vars.eyePos - pos).normalized() + vars.sunVec).normalized(); + float ang = std::acos(QVector3D::dotProduct(n, halfVector)); + halfVector = + ((vars.eyePos - base_pos).normalized() + vars.sunVec).normalized(); + float base_ang = std::acos(QVector3D::dotProduct(base_n, halfVector)); + float val = std::abs(ang - base_ang) / M_PI_2; + if (val > 1.0) val = 1.0; + return float4{val, val, val, 1.0}; +}; +inline float4 getFresnelColor(QVector3D n, QVector3D pos, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + float angle = + acos(QVector3D::dotProduct(n, (vars.eyePos - pos).normalized())); + float val = (fresnelFactor(angle) - vars.base_fresnel_ref) / + (1.0f - vars.base_fresnel_ref); + if (val < 0.0) val = 0.0; + return float4{val, val, val, 1.0}; +}; +inline float4 getFresnelDifferenceColor( + QVector3D n, QVector3D base_n, QVector3D pos, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + float val = + getFresnelColor(n, pos, vars).x - getFresnelColor(base_n, pos, vars).x; + if (val < 0.0) val = 0.0; + return float4{val, val, val, 1.0}; +}; +// currently the texture is assumed as an image of the bottom WITHOUT WATER. +// would it be nice to have a mode to handle the texture as +// an image of the bottom refracted on the surface WITHOUT WAVES? +inline float4 getRefractionColor(QVector3D n, QVector3D pos, + float4 *source_host, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + QVector3D eyeVec = (vars.eyePos - pos).normalized(); + // incident angle + float n_eye = QVector3D::dotProduct(n, eyeVec); + double angle_inci = acos(n_eye); + // refraction angle + double angle_refr = asin(sin(angle_inci) / vars.r_index); + QVector3D refrRay = + sin(angle_refr) * (n_eye * n - eyeVec).normalized() - cos(angle_refr) * n; + double travelLength = -(vars.depth + pos.y()) / refrRay.y(); + QVector3D bottomPos = pos + refrRay * travelLength; + return getSourcePix( + QPointF(getXPos(bottomPos, vars), + getVPos(QPointF(bottomPos.z(), bottomPos.y()), vars)), + source_host, vars); +}; + +inline float4 getReflectionColor(QVector3D n, QVector3D pos, + float4 *source_host, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + // draw nothing behind the reflected object + if (vars.distance > 0.0 && pos.z() >= vars.distance) + return float4{0.0, 0.0, 0.0, 0.0}; + QVector3D eyeVec = (vars.eyePos - pos).normalized(); + QVector3D refVec = -eyeVec + 2.0 * QVector3D::dotProduct(eyeVec, n) * n; + if (refVec.z() <= 0.0) return float4{0.0, 0.0, 0.0, 0.0}; + // if the object is at infinite length, compute the reflected UV by + // using only the angles of reflection vector + if (vars.distance < 0.0) { + double angle_ref_azim = asin(refVec.x()); + double angle_ref_elev = asin(refVec.y()); + double ref_v = + vars.d_PT * tan(vars.angle_el - angle_ref_elev) + vars.H / 2.0; + double ref_u = + vars.d_PT * tan(angle_ref_azim) / cos(vars.angle_el - angle_ref_elev) + + vars.W / 2.0; + return getSourcePix(QPointF(ref_u, ref_v), source_host, vars); + } + // compute the reflected UV + double length = (vars.distance - pos.z()) / refVec.z(); + QVector3D boardPos = pos + length * refVec; + // invert Y coordinate since the texture image is already vertically + // "reflected" + boardPos.setY(-boardPos.y()); + return getSourcePix( + QPointF(getXPos(boardPos, vars), + getVPos(QPointF(boardPos.z(), boardPos.y()), vars)), + source_host, vars); +}; + +inline float4 getColor(QVector3D pre_n, QVector3D cur_n, QVector3D pre_p, + QVector3D cur_p, float ratio, float4 *source_host, + const Iwa_FloorBumpFx::FloorBumpVars &vars, + QVector3D pre_base_n = QVector3D(0, 1, 0), + QVector3D cur_base_n = QVector3D(0, 1, 0), + QVector3D pre_base_pos = QVector3D(), + QVector3D cur_base_pos = QVector3D()) { + if (vars.renderMode == Iwa_FloorBumpFx::DiffuseMode) { + if (vars.differenceMode) + return getDiffuseDifferenceColor( + lerpNormal(pre_n, cur_n, ratio), + lerpNormal(pre_base_n, cur_base_n, ratio), vars); + else + return getDiffuseColor(lerpNormal(pre_n, cur_n, ratio), vars); + } else if (vars.renderMode == Iwa_FloorBumpFx::SpecularMode) { + if (vars.differenceMode) + return getSpecularDifferenceColor( + lerpNormal(pre_n, cur_n, ratio), + lerpNormal(pre_base_n, cur_base_n, ratio), + lerpPos(pre_p, cur_p, ratio), + lerpPos(pre_base_pos, cur_base_pos, ratio), vars); + else + return getSpecularColor(lerpNormal(pre_n, cur_n, ratio), + lerpPos(pre_p, cur_p, ratio), vars); + } else if (vars.renderMode == Iwa_FloorBumpFx::FresnelMode) { + if (vars.differenceMode) + return getFresnelDifferenceColor( + lerpNormal(pre_n, cur_n, ratio), + lerpNormal(pre_base_n, cur_base_n, ratio), + lerpPos(pre_p, cur_p, ratio), vars); + else + return getFresnelColor(lerpNormal(pre_n, cur_n, ratio), + lerpPos(pre_p, cur_p, ratio), vars); + } else if (vars.renderMode == Iwa_FloorBumpFx::RefractionMode) + return getRefractionColor(lerpNormal(pre_n, cur_n, ratio), + lerpPos(pre_p, cur_p, ratio), source_host, vars); + else if (vars.renderMode == Iwa_FloorBumpFx::ReflectionMode) + return getReflectionColor(lerpNormal(pre_n, cur_n, ratio), + lerpPos(pre_p, cur_p, ratio), source_host, vars); +}; + +QList getSubPointsList(int subAmount, + const Iwa_FloorBumpFx::FloorBumpVars &vars) { + QList ret; + if (!areAlmostEqual(vars.textureOffsetAmount, 0.0)) { + for (int su = -subAmount; su <= subAmount; su++) { + double sub_u = float(su) / float(subAmount); + for (int sv = -subAmount; sv <= subAmount; sv++) { + double sub_v = float(sv) / float(subAmount); + // 円の外ならcontinue + if (sub_u * sub_u + sub_v * sub_v > 1.0) continue; + if (su == 0 && sv == 0) continue; + ret.append(QPointF(vars.spread * sub_u, vars.spread * sub_v)); + } + } + } + return ret; +} + +} // namespace + +//------------------------------------ + +Iwa_FloorBumpFx::Iwa_FloorBumpFx() + : m_renderMode(new TIntEnumParam(TextureMode, "Texture")) + , m_eyeLevel(0.0) + , m_drawLevel(-50.0) + , m_fov(30) + , m_cameraAltitude(0.0) + , m_waveHeight(10.0) + , m_differenceMode(false) + , m_textureOffsetAmount(0.0) + , m_textureOffsetSpread(10.0) + , m_sourcePrecision(300.0 / 162.5) + , m_souceMargin(0.0) + , m_displacement(0.0) + , m_lightAzimuth(-135.0) + , m_lightElevation(30.0) // default angle_elev will shade horizontal plane + // 50% gray (cos(60)=0.5) + , m_depth(30.0) + , m_refractiveIndex(1.33333) + , m_distanceLevel(-100.0) { + addInputPort("Height", m_heightRef); + addInputPort("Texture", m_texture); + addInputPort("Displacement", m_dispRef); + bindParam(this, "renderMode", m_renderMode); + bindParam(this, "fov", m_fov); + bindParam(this, "cameraAltitude", m_cameraAltitude); + bindParam(this, "eyeLevel", m_eyeLevel); + bindParam(this, "drawLevel", m_drawLevel); + bindParam(this, "waveHeight", m_waveHeight); + bindParam(this, "differenceMode", m_differenceMode); + bindParam(this, "textureOffsetAmount", m_textureOffsetAmount); + bindParam(this, "textureOffsetSpread", m_textureOffsetSpread); + bindParam(this, "sourcePrecision", m_sourcePrecision); + bindParam(this, "souceMargin", m_souceMargin); + bindParam(this, "displacement", m_displacement); + bindParam(this, "lightAzimuth", m_lightAzimuth); + bindParam(this, "lightElevation", m_lightElevation); + bindParam(this, "depth", m_depth); + bindParam(this, "refractiveIndex", m_refractiveIndex); + bindParam(this, "distanceLevel", m_distanceLevel); + + m_renderMode->addItem(DiffuseMode, "Diffuse"); + m_renderMode->addItem(SpecularMode, "Specular"); + m_renderMode->addItem(FresnelMode, "Fresnel reflectivity"); + m_renderMode->addItem(RefractionMode, "Refraction"); + m_renderMode->addItem(ReflectionMode, "Reflection"); + + m_fov->setValueRange(10, 90); + m_cameraAltitude->setMeasureName("fxLength"); + m_cameraAltitude->setValueRange(0.0, 300.0); + m_eyeLevel->setMeasureName("fxLength"); + m_drawLevel->setMeasureName("fxLength"); + + m_waveHeight->setMeasureName("fxLength"); + m_waveHeight->setValueRange(-1000.0, 1000.0); + m_textureOffsetAmount->setMeasureName("fxLength"); + m_textureOffsetAmount->setValueRange(-2000.0, 2000.0); + m_textureOffsetSpread->setMeasureName("fxLength"); + m_textureOffsetSpread->setValueRange(1.0, 300.0); + + m_sourcePrecision->setValueRange(1.0, 2.0); + m_souceMargin->setMeasureName("fxLength"); + m_souceMargin->setValueRange(0.0, 100.0); + m_displacement->setMeasureName("fxLength"); + m_displacement->setValueRange(-50.0, 50.0); + + m_lightAzimuth->setValueRange(-360.0, 360.0); + m_lightElevation->setValueRange(0.0, 90.0); + + m_depth->setMeasureName("fxLength"); + m_depth->setValueRange(0.0, 1000.0); + m_refractiveIndex->setValueRange(1.0, 3.0); + + m_distanceLevel->setMeasureName("fxLength"); +} + +//------------------------------------ + +bool Iwa_FloorBumpFx::doGetBBox(double frame, TRectD &bBox, + const TRenderSettings &info) { + if (m_heightRef.isConnected()) { + bool ret = m_heightRef->doGetBBox(frame, bBox, info); + if (ret) bBox = TConsts::infiniteRectD; + return ret; + } + return false; +} + +//------------------------------------ + +bool Iwa_FloorBumpFx::canHandle(const TRenderSettings &info, double frame) { + return false; +} + +//------------------------------------------------------------ +// convert output values (in float4) to channel value +//------------------------------------------------------------ +template +void Iwa_FloorBumpFx::setOutputRaster(float4 *srcMem, const RASTER dstRas, + TDimensionI dim, int drawLevel) { + typename PIXEL::Channel halfChan = + (typename PIXEL::Channel)(PIXEL::maxChannelValue / 2); + + dstRas->fill(PIXEL::Transparent); + + for (int j = 0; j < drawLevel; j++) { + if (j >= dstRas->getLy()) break; + + PIXEL *pix = dstRas->pixels(j); + float4 *chan_p = &srcMem[j]; + for (int i = 0; i < dstRas->getLx(); i++, chan_p += drawLevel, pix++) { + float val; + val = (*chan_p).x * (float)PIXEL::maxChannelValue + 0.5f; + pix->r = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) + ? (float)PIXEL::maxChannelValue + : val); + val = (*chan_p).y * (float)PIXEL::maxChannelValue + 0.5f; + pix->g = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) + ? (float)PIXEL::maxChannelValue + : val); + val = (*chan_p).z * (float)PIXEL::maxChannelValue + 0.5f; + pix->b = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) + ? (float)PIXEL::maxChannelValue + : val); + val = (*chan_p).w * (float)PIXEL::maxChannelValue + 0.5f; + pix->m = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) + ? (float)PIXEL::maxChannelValue + : val); + } + } +} + +//------------------------------------ + +inline void Iwa_FloorBumpFx::initVars(FloorBumpVars &vars, TTile &tile, + const TRenderSettings &settings, + double frame) { + TAffine aff = settings.m_affine; + double factor = sqrt(std::abs(settings.m_affine.det())); + double eyeLevel = m_eyeLevel->getValue(frame) * factor; + double refLevel = m_drawLevel->getValue(frame) * factor; + vars.waveHeight = m_waveHeight->getValue(frame) * factor; + vars.displacement = m_displacement->getValue(frame) * factor; + if (eyeLevel - 1.0 < refLevel) refLevel = eyeLevel - 1.0; + int drawHeight = std::max(refLevel, vars.waveHeight) - tile.m_pos.y; + vars.refHeight = int(refLevel - tile.m_pos.y); + // convert the pixel coordinate from the bottom-left of the camera box + eyeLevel = eyeLevel - (tile.m_pos.y + tile.getRaster()->getCenterD().y) + + settings.m_cameraBox.getLy() / 2.0; + refLevel = refLevel - (tile.m_pos.y + tile.getRaster()->getCenterD().y) + + settings.m_cameraBox.getLy() / 2.0; + + TRectD rectOut(tile.m_pos, TDimensionD(tile.getRaster()->getLx(), + tile.getRaster()->getLy())); + vars.outDim = TDimensionI(rectOut.getLx(), rectOut.getLy()); + vars.resultDim = TDimensionI(rectOut.getLx(), + std::min(drawHeight, tile.getRaster()->getLy())); + + // get texture image + vars.margin = tceil(m_souceMargin->getValue(frame) * factor); + vars.precision = m_sourcePrecision->getValue(frame); + + // add margins to all ends and multiply by precision value + vars.sourceDim = TDimensionI( + tceil(vars.precision * double(vars.resultDim.lx + vars.margin * 2)), + tceil(vars.precision * double(vars.resultDim.ly + vars.margin * 2))); + // only add margins for height image + vars.refDim = TDimensionI(vars.resultDim.lx + vars.margin * 2, + vars.refHeight + vars.margin * 2); + + // collecting parameters + double angle_halfFov = m_fov->getValue(frame) * M_PI_180 / 2.0; + vars.textureOffsetAmount = + 100.0 * m_textureOffsetAmount->getValue(frame) * factor * factor; + vars.spread = m_textureOffsetSpread->getValue(frame) * factor; + if (vars.spread < 1.0) vars.spread = 1.0; + vars.camAltitude = m_cameraAltitude->getValue(frame) * factor; + vars.differenceMode = m_differenceMode->getValue(); + + // making pixels in gray128 to be zero level height + // ( 128/255. IT'S NOT 0.5! ) + vars.zeroLevel = double(128) / double(TPixel32::maxChannelValue); + + vars.H = settings.m_cameraBox.getLy(); + vars.W = settings.m_cameraBox.getLx(); + + double el = eyeLevel - vars.H / 2.0; + // angle between the optical axis and the horizontal axis + vars.angle_el = + std::atan(2.0 * el * tan(angle_halfFov) / double(vars.outDim.ly)); + // distance between the Eye (P) and + // the center of bottom edge of the projection plane (B) + double d_PB = double(vars.outDim.ly) / (2.0 * sin(angle_halfFov)); + // Y coordinate of the Eye position (P) + vars.P_y = vars.camAltitude + d_PB * sin((angle_halfFov) + vars.angle_el); + // distance from the Eye (P) to the center of the projection plane (T) + vars.d_PT = vars.H / (2.0 * tan(angle_halfFov)); + + QMatrix cam_tilt; + cam_tilt.rotate(-vars.angle_el / M_PI_180); + // Z-Y position of the center of top edge of the projection plane (A) + vars.A = + cam_tilt.map(QPointF(vars.d_PT, vars.H / 2.0)) + QPointF(0, vars.P_y); + // Z-Y position of the center of bottom edge of the projection plane (B) + vars.B = + cam_tilt.map(QPointF(vars.d_PT, -vars.H / 2.0)) + QPointF(0, vars.P_y); + + vars.C_z = vars.P_y / tan(angle_halfFov + vars.angle_el); + vars.eyePos = QVector3D(0.0, vars.P_y, 0.0); + + switch (vars.renderMode) { + // for shading modes ( diffuse & specular ) + case DiffuseMode: + case SpecularMode: { + double angle_azim = m_lightAzimuth->getValue(frame) * M_PI_180; + double angle_elev = m_lightElevation->getValue(frame) * M_PI_180; + vars.sunVec = QVector3D(sin(angle_azim) * cos(angle_elev), sin(angle_elev), + cos(angle_azim) * cos(angle_elev)); + break; + } + case FresnelMode: { // for fresnel mode + double angle_base = 0.5 * M_PI - (angle_halfFov + vars.angle_el); + vars.base_fresnel_ref = fresnelFactor(angle_base); + break; + } + case RefractionMode: { + // for refraction mode + vars.depth = m_depth->getValue(frame) * factor; + vars.r_index = m_refractiveIndex->getValue(frame); + break; + } + case ReflectionMode: { + // for reflection mode + double distanceLevel = m_distanceLevel->getValue(frame) * factor; + double angle_dl = atan(distanceLevel / vars.d_PT); + // Z-axis distance to the reflected object. + // distance = -1 means the object is at infinity + vars.distance = (angle_dl >= vars.angle_el) + ? -1 + : vars.P_y / tan(vars.angle_el - angle_dl); + break; + } + } +} +//------------------------------------ + +void Iwa_FloorBumpFx::doCompute_CPU(TTile &tile, const double frame, + const TRenderSettings &settings, + const FloorBumpVars &vars, + float4 *source_host, float *ref_host, + float4 *result_host) { + //----------- + // Texture Mode + if (vars.renderMode == TextureMode) { + // テクスチャの勾配を調べるサンプリング点 + int subAmount = 10; // これ、パラメータ化するか…? + QList subPoints = getSubPointsList(subAmount, vars); + + // render pixels in column-major order, from bottom to top + for (int i = 0; i < vars.resultDim.lx; i++) { + // cancel check + if (settings.m_isCanceled && *settings.m_isCanceled) return; + + double maxVPos = 0.0; // maximum height of drawn pixels + double preVPos = 0.0; // height of the previous segment + QPointF preUV = QPointF(i, -vars.margin); + float4 *result_p = &result_host[i * vars.resultDim.ly]; + float4 *end_p = &result_host[(i + 1) * vars.resultDim.ly - 1]; + float preTextureOffset = 0.0; + + bool backled = false; + double preGrad = 100.0; + + // get height pixels from bottom to top + for (int j = -vars.margin; j < vars.refHeight; j++) { + // angle between the light axis and the line between (Q) and the eye (P) + // (Q) is a point on the projection plane at distance of j from (B) + double angle_Q = + std::atan((float(j) - (vars.outDim.ly / 2.0)) / vars.d_PT); + // (R) is an intersection between the XZ plane and the line P->Q + double R_z = vars.P_y / tan(vars.angle_el - angle_Q); + + // compute (S), a point on the bumped surface in Y-axis direction from + // (R) + float refVal = + getMapValue(QPointF(double(i), double(j)), ref_host, vars); + QPointF S(R_z, vars.waveHeight * (refVal - vars.zeroLevel) * 2.0); + // height of (S) projected on the projection plane + double vPos = getVPos(S, vars); + + // UV coordinate of the texture image + QPointF currentUV; + float currentTextureOffset = 0.0; + if (areAlmostEqual(vars.textureOffsetAmount, 0.0)) + currentUV = QPointF(double(i), getVPos(QPointF(R_z, 0), vars)); + else { + // length of (1,0,0) vector on the XZ plane, projected on the + // projection plane + double dist = (vars.d_PT * sin(vars.angle_el - angle_Q)) / vars.P_y * + cos(angle_Q); + // approximate the gradient by difference of the heights of neighbor + // points + + // compute gradient of the height image + QPointF offset; + for (const QPointF &subPoint : subPoints) { + // この地点のRefの値を取る + QPointF subRefPos(double(i) + dist * subPoint.x(), + getVPos(QPointF(R_z + subPoint.y(), 0), vars)); + + int sign_u = (subPoint.x() > 0) - (subPoint.x() < 0); // -1, 0, 1 + int sign_v = (subPoint.y() > 0) - (subPoint.y() < 0); // -1, 0, 1 + + float subRefValue = getMapValue(subRefPos, ref_host, vars); + offset += subRefValue * QPointF(sign_u, sign_v); + } + + offset *= 1.0 / float(subPoints.count() - subAmount); // サンプル数 + offset *= vars.textureOffsetAmount / + (vars.spread * (0.5 + 0.5 / float(subAmount))); // 距離 + currentUV = QPointF(double(i) + offset.x() * dist, + getVPos(QPointF(R_z + offset.y(), 0), vars)); + if (vars.differenceMode) + currentTextureOffset = + std::sqrt(offset.x() * offset.x() + offset.y() * offset.y()) / + vars.textureOffsetAmount; + } + + // continue if the current point is behind the forward bumps + if (vPos <= maxVPos) { + preVPos = vPos; + preUV = currentUV; + preTextureOffset = currentTextureOffset; + continue; + } + + // putting colors on pixels + int currentY = int(std::floor(maxVPos)); + float current_frac = maxVPos - float(currentY); + int toY = int(std::floor(vPos)); + float to_frac = vPos - float(toY); + // if the entire current segment is in the same pixel, + // then add colors with percentage of the fraction part + if (currentY == toY) { + float ratio = to_frac - current_frac; + if (vars.differenceMode) + *result_p += getTextureOffsetColor(preTextureOffset, + currentTextureOffset, 0.5) * + ratio; + else + *result_p += + getSourcePix(lerpUV(preUV, currentUV, 0.5), source_host, vars) * + ratio; + preVPos = vPos; + maxVPos = vPos; + preUV = currentUV; + preTextureOffset = currentTextureOffset; + continue; + } + + // fill fraction part of the start pixel (currentY) + float k = + (maxVPos + (1.0 - current_frac) / 2.0 - preVPos) / (vPos - preVPos); + float ratio = 1.0 - current_frac; + if (vars.differenceMode) + *result_p += + getTextureOffsetColor(preTextureOffset, currentTextureOffset, k) * + ratio; + else + *result_p += + getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars) * + ratio; + + if (result_p == end_p) break; + result_p++; + + // fill pixels between currentY and toY + for (int y = currentY + 1; y < toY; y++) { + k = (float(y) + 0.5 - preVPos) / (vPos - preVPos); + if (vars.differenceMode) + *result_p += getTextureOffsetColor(preTextureOffset, + currentTextureOffset, k); + else + *result_p = + getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars); + if (result_p == end_p) break; + result_p++; + } + + // fill fraction part of the end pixel (toY) + k = (float(toY) + to_frac * 0.5 - preVPos) / (vPos - preVPos); + if (vars.differenceMode) + *result_p += + getTextureOffsetColor(preTextureOffset, currentTextureOffset, k) * + to_frac; + else + *result_p += + getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars) * + to_frac; + + preVPos = vPos; + maxVPos = vPos; + preUV = currentUV; + preTextureOffset = currentTextureOffset; + } + } + } + // Other modes + // (Diffuse, Specular, Fresnel, Refraction, Reflection) + else { + // render pixels in column-major order, from bottom to top + for (int i = 0; i < vars.resultDim.lx; i++) { + // cancel check + if (settings.m_isCanceled && *settings.m_isCanceled) return; + + double maxVPos = 0.0; // maximum height of drawn pixels + double preVPos = 0.0; // height of the previous segment + QVector3D preNormal(0, 1, 0); + QVector3D prePos(i, 0, + vars.C_z); // actually the x coordinate is not i at the + // initial position.., but no problem. + float4 *result_p = &result_host[i * vars.resultDim.ly]; + float4 *end_p = &result_host[(i + 1) * vars.resultDim.ly - 1]; + // get height pixels from bottom to top + for (int j = -vars.margin; j < vars.refHeight; j++) { + // angle between the light axis and the line between (Q) and the eye (P) + // (Q) is a point on the projection plane at distance of j from (B) + double angle_Q = + std::atan((float(j) - (vars.outDim.ly / 2.0)) / vars.d_PT); + // (R) is an intersection between the XZ plane and the line P->Q + double R_z = vars.P_y / tan(vars.angle_el - angle_Q); + // In reflection mode, do not draw surface behind the Distance Level + if (vars.renderMode == ReflectionMode && vars.distance > 0.0 && + R_z >= vars.distance) + break; + // compute normal vector from cross-product of surface vectors + QVector3D currentNormal; + // length of (1,0,0) vector on the XZ plane, projected on the projection + // plane + double dist = (vars.d_PT * sin(vars.angle_el - angle_Q)) / vars.P_y * + cos(angle_Q); + double xRefGrad = + getMapValue(QPointF(double(i) + dist, double(j)), ref_host, vars) - + getMapValue(QPointF(double(i) - dist, double(j)), ref_host, vars); + double zRefGrad = + getMapValue(QPointF(double(i), getVPos(QPointF(R_z + 1, 0), vars)), + ref_host, vars) - + getMapValue(QPointF(double(i), getVPos(QPointF(R_z - 1, 0), vars)), + ref_host, vars); + currentNormal.setX(-xRefGrad * vars.waveHeight * 2.0); + currentNormal.setY(4.0); + currentNormal.setZ(-zRefGrad * vars.waveHeight * 2.0); + currentNormal.normalize(); + + // compute (S), a point on the bumped surface in Y-axis direction from + // (R) + float refVal = + getMapValue(QPointF(double(i), double(j)), ref_host, vars); + QPointF S(R_z, vars.waveHeight * (refVal - vars.zeroLevel) * 2.0); + // height of (S) projected on the projection plane + double vPos = getVPos(S, vars); + QVector3D currentPos(double(i - vars.resultDim.lx / 2) / dist, S.y(), + S.x()); + + // continue if the current point is behind the forward bumps + if (vPos <= maxVPos) { + preVPos = vPos; + preNormal = currentNormal; + prePos = currentPos; + continue; + } + + // putting colors on pixels + int currentY = int(std::floor(maxVPos)); + float current_frac = maxVPos - float(currentY); + int toY = int(std::floor(vPos)); + float to_frac = vPos - float(toY); + // if the entire current segment is in the same pixel, + // then add colors with percentage of the fraction part + if (currentY == toY) { + float ratio = to_frac - current_frac; + *result_p += getColor(preNormal, currentNormal, prePos, currentPos, + 0.5, source_host, vars) * + ratio; + preVPos = vPos; + maxVPos = vPos; + preNormal = currentNormal; + prePos = currentPos; + continue; + } + + // fill fraction part of the start pixel (currentY) + float k = + (maxVPos + (1.0 - current_frac) / 2.0 - preVPos) / (vPos - preVPos); + float4 color = getColor(preNormal, currentNormal, prePos, currentPos, k, + source_host, vars); + float ratio = 1.0 - current_frac; + *result_p += color * ratio; + + if (result_p == end_p) break; + result_p++; + + // fill pixels between currentY and toY + for (int y = currentY + 1; y < toY; y++) { + k = (float(y) + 0.5 - preVPos) / (vPos - preVPos); + *result_p = getColor(preNormal, currentNormal, prePos, currentPos, k, + source_host, vars); + if (result_p == end_p) break; + result_p++; + } + + // fill fraction part of the end pixel (toY) + k = (float(toY) + to_frac * 0.5 - preVPos) / (vPos - preVPos); + color = getColor(preNormal, currentNormal, prePos, currentPos, k, + source_host, vars); + *result_p += color * to_frac; + + preVPos = vPos; + maxVPos = vPos; + preNormal = currentNormal; + prePos = currentPos; + } + } + } +} + +//------------------------------------ + +void Iwa_FloorBumpFx::doCompute_with_Displacement( + TTile &tile, const double frame, const TRenderSettings &settings, + const FloorBumpVars &vars, float4 *source_host, float *ref_host, + float *disp_host, float4 *result_host) { + //----- Lambdas ------ + + // テクスチャの勾配を調べるサンプリング点 + int subAmount = 10; // これ、パラメータ化するか…? + QList subPoints = getSubPointsList(subAmount, vars); + + //----------- + // Texture Mode + if (vars.renderMode == TextureMode) { + // render pixels in column-major order, from bottom to top + for (int i = 0; i < vars.resultDim.lx; i++) { + // cancel check + if (settings.m_isCanceled && *settings.m_isCanceled) return; + + double maxVPos = 0.0; // maximum height of drawn pixels + double preVPos = 0.0; // height of the previous segment + QPointF preUV = QPointF(i, -vars.margin); + float4 *result_p = &result_host[i * vars.resultDim.ly]; + float4 *end_p = &result_host[(i + 1) * vars.resultDim.ly - 1]; + float preTextureOffset = 0.0; + // get height pixels from bottom to top + for (int j = -vars.margin; j < vars.refHeight; j++) { + // angle between the light axis and the line between (Q) and the eye (P) + // (Q) is a point on the projection plane at distance of j from (B) + double angle_Q = + std::atan((float(j) - (vars.outDim.ly / 2.0)) / vars.d_PT); + // (R) is an intersection between the XZ plane and the line P->Q + double R_z = vars.P_y / tan(vars.angle_el - angle_Q); + + // compute (S), a point on the bumped surface in Y-axis direction from + // (R) + float refVal = + getMapValue(QPointF(double(i), double(j)), ref_host, vars); + QPointF S(R_z, vars.waveHeight * (refVal - vars.zeroLevel) * 2.0); + + // length of (1,0,0) vector on the XZ plane, projected on the + // projection plane + double dist = (vars.d_PT * sin(vars.angle_el - angle_Q)) / vars.P_y * + cos(angle_Q); + + // UV coordinate of the texture image + QVector3D uvOffset; + float currentTextureOffset = 0.0; + if (vars.textureOffsetAmount == 0.0) { + // currentUV = QPointF(double(i), getVPos(QPointF(R_z, 0))); + } else { + // approximate the gradient by difference of the heights of neighbor + // points + + // compute gradient of the height image + QPointF offset; + for (const QPointF &subPoint : subPoints) { + // この地点のRefの値を取る + QPointF subRefPos(double(i) + dist * subPoint.x(), + getVPos(QPointF(R_z + subPoint.y(), 0), vars)); + + int sign_u = (subPoint.x() > 0) - (subPoint.x() < 0); // -1, 0, 1 + int sign_v = (subPoint.y() > 0) - (subPoint.y() < 0); // -1, 0, 1 + + float subRefValue = getMapValue(subRefPos, ref_host, vars); + offset += subRefValue * QPointF(sign_u, sign_v); + } + offset *= 1.0 / float(subPoints.count() - subAmount); // サンプル数 + offset *= vars.textureOffsetAmount / + (vars.spread * (0.5 + 0.5 / float(subAmount))); // 距離 + + uvOffset.setX(offset.x() * dist); + uvOffset.setZ(offset.y()); + // currentUV = QPointF(double(i) + offset.x() * dist, + // getVPos(QPointF(R_z + offset.y(), 0))); + if (vars.differenceMode) + currentTextureOffset = + 1000 * + std::sqrt(offset.x() * offset.x() + offset.y() * offset.y()) / + vars.textureOffsetAmount; + } + QPointF currentDispUV = + QPointF(double(i) + uvOffset.x(), + getVPos(QPointF(R_z + uvOffset.z(), 0), vars)); + + // この地点の変位の値を取得する + float dispValue = getMapValue(currentDispUV, disp_host, vars); + float dispHeight = dispValue * vars.displacement; + + // この地点の法線を取得 + QVector3D currentNormal; + double xRefGrad = + getMapValue(QPointF(double(i) + dist, double(j)), ref_host, vars) - + getMapValue(QPointF(double(i) - dist, double(j)), ref_host, vars); + double zRefGrad = + getMapValue(QPointF(double(i), getVPos(QPointF(R_z + 1, 0), vars)), + ref_host, vars) - + getMapValue(QPointF(double(i), getVPos(QPointF(R_z - 1, 0), vars)), + ref_host, vars); + currentNormal.setX(-xRefGrad * vars.waveHeight * 2.0); + currentNormal.setY(4.0); + currentNormal.setZ(-zRefGrad * vars.waveHeight * 2.0); + currentNormal.normalize(); + + // 変位後の表面座標 (M) + // ※法線のX成分は強引にY座標の変位に持ち込んで近似する + float dispXY = std::sqrt(currentNormal.x() * currentNormal.x() + + currentNormal.y() * currentNormal.y()); + QPointF M = S + QPointF(currentNormal.z(), dispXY) * dispHeight; + // float dispXRatio = std::sqrt(currentNormal.x()*currentNormal.x() + + // currentNormal.y()*currentNormal.y()) / currentNormal.y(); QPointF M = + // S + QPointF(currentNormal.z(), currentNormal.y()* dispXRatio) * + // dispHeight; + + // height of (M) projected on the projection plane + double vPos = getVPos(M, vars); + + uvOffset.setY(dispHeight); + QPointF currentUV = + QPointF(double(i) + uvOffset.x(), + getVPos(QPointF(R_z + uvOffset.z(), uvOffset.y()), vars)); + + // 手前のDisplacementで隠されている部分かどうかの判定 + bool isBehind = false; + + if (preUV.y() > currentUV.y()) isBehind = true; + /* + if ((vars.displacement > 0.0 && dispValue < 1.0) || + (vars.displacement < 0.0 && dispValue > 0.0)) { + QPointF dUV = (currentDispUV - currentUV) * 0.1; + QPointF tmpUV = currentUV + dUV; + float dHeight = dispHeight * 0.1; + float tmpHeight = dHeight; + for (int k = 1; k < 10; k++, tmpUV += dUV, tmpHeight += dHeight) { + if (getMapValue(tmpUV, disp_host, vars) * vars.displacement > + tmpHeight) { + isBehind = true; + break; + } + } + }*/ + + // continue if the current point is behind the forward bumps + if (vPos <= maxVPos) { + preVPos = vPos; + if (!isBehind) preUV = currentUV; + preTextureOffset = currentTextureOffset; + continue; + } + + // putting colors on pixels + int currentY = int(std::floor(maxVPos)); + float current_frac = maxVPos - float(currentY); + int toY = int(std::floor(vPos)); + float to_frac = vPos - float(toY); + // if the entire current segment is in the same pixel, + // then add colors with percentage of the fraction part + if (currentY == toY) { + if (!isBehind) { + float ratio = to_frac - current_frac; + if (vars.differenceMode) + *result_p += getTextureOffsetColor(preTextureOffset, + currentTextureOffset, 0.5) * + ratio; + else + *result_p += getSourcePix(lerpUV(preUV, currentUV, 0.5), + source_host, vars) * + ratio; + preUV = currentUV; + } + preVPos = vPos; + maxVPos = vPos; + preTextureOffset = currentTextureOffset; + continue; + } + + // fill fraction part of the start pixel (currentY) + if (!isBehind) { + float k = (maxVPos + (1.0 - current_frac) / 2.0 - preVPos) / + (vPos - preVPos); + float ratio = 1.0 - current_frac; + if (vars.differenceMode) + *result_p += getTextureOffsetColor(preTextureOffset, + currentTextureOffset, k) * + ratio; + else + *result_p += + getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars) * + ratio; + } + + if (result_p == end_p) break; + result_p++; + + // fill pixels between currentY and toY + for (int y = currentY + 1; y < toY; y++) { + if (!isBehind) { + float k = (float(y) + 0.5 - preVPos) / (vPos - preVPos); + if (vars.differenceMode) + *result_p += getTextureOffsetColor(preTextureOffset, + currentTextureOffset, k); + else + *result_p = + getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars); + } + if (result_p == end_p) break; + result_p++; + } + + // fill fraction part of the end pixel (toY) + if (!isBehind) { + float k = (float(toY) + to_frac * 0.5 - preVPos) / (vPos - preVPos); + if (vars.differenceMode) + *result_p += getTextureOffsetColor(preTextureOffset, + currentTextureOffset, k) * + to_frac; + else + *result_p += + getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars) * + to_frac; + preUV = currentUV; + } + + preVPos = vPos; + maxVPos = vPos; + preTextureOffset = currentTextureOffset; + } + } + } + // Other modes + // (Diffuse, Specular, Fresnel, Refraction, Reflection) + else { + // render pixels in column-major order, from bottom to top + for (int i = 0; i < vars.resultDim.lx; i++) { + // cancel check + if (settings.m_isCanceled && *settings.m_isCanceled) return; + + double maxVPos = 0.0; // maximum height of drawn pixels + double preVPos = 0.0; // height of the previous segment + QVector3D preDispNormal(0, 1, 0); + QVector3D preBaseNormal(0, 1, 0); + QVector3D prePos(i, 0, + vars.C_z); // actually the x coordinate is not i at the + // initial position.., but no problem. + QVector3D preBasePos(i, 0, vars.C_z); + + float4 *result_p = &result_host[i * vars.resultDim.ly]; + float4 *end_p = &result_host[(i + 1) * vars.resultDim.ly - 1]; + // get height pixels from bottom to top + for (int j = -vars.margin; j < vars.refHeight; j++) { + // angle between the light axis and the line between (Q) and the eye (P) + // (Q) is a point on the projection plane at distance of j from (B) + double angle_Q = + std::atan((float(j) - (vars.outDim.ly / 2.0)) / vars.d_PT); + // (R) is an intersection between the XZ plane and the line P->Q + double R_z = vars.P_y / tan(vars.angle_el - angle_Q); + // In reflection mode, do not draw surface behind the Distance Level + if (vars.renderMode == ReflectionMode && vars.distance > 0.0 && + R_z >= vars.distance) + break; + + // compute (S), a point on the bumped surface in Y-axis direction from + // (R) + float refVal = + getMapValue(QPointF(double(i), double(j)), ref_host, vars); + QPointF S(R_z, vars.waveHeight * (refVal - vars.zeroLevel) * 2.0); + // length of (1,0,0) vector on the XZ plane, projected on the projection + // plane + double dist = (vars.d_PT * sin(vars.angle_el - angle_Q)) / vars.P_y * + cos(angle_Q); + + // UV coordinate of the texture image + QVector3D uvOffset; + if (vars.textureOffsetAmount == 0.0) { + // currentUV = QPointF(double(i), getVPos(QPointF(R_z, 0))); + } else { + // approximate the gradient by difference of the heights of neighbor + // points + + // compute gradient of the height image + QPointF offset; + for (const QPointF &subPoint : subPoints) { + // この地点のRefの値を取る + QPointF subRefPos(double(i) + dist * subPoint.x(), + getVPos(QPointF(R_z + subPoint.y(), 0), vars)); + + int sign_u = (subPoint.x() > 0) - (subPoint.x() < 0); // -1, 0, 1 + int sign_v = (subPoint.y() > 0) - (subPoint.y() < 0); // -1, 0, 1 + + float subRefValue = getMapValue(subRefPos, ref_host, vars); + offset += subRefValue * QPointF(sign_u, sign_v); + } + offset *= 1.0 / float(subPoints.count() - subAmount); // サンプル数 + offset *= vars.textureOffsetAmount / + (vars.spread * (0.5 + 0.5 / float(subAmount))); // 距離 + + uvOffset.setX(offset.x() * dist); + uvOffset.setZ(offset.y()); + // currentUV = QPointF(double(i) + offset.x() * dist, + // getVPos(QPointF(R_z + offset.y(), 0))); + } + QPointF currentDispUV = + QPointF(double(i) + uvOffset.x(), + getVPos(QPointF(R_z + uvOffset.z(), 0), vars)); + + // この地点の変位の値を取得する + float dispHeight = + getMapValue(currentDispUV, disp_host, vars) * vars.displacement; + + // compute normal vector from cross-product of surface vectors + QVector3D rightPos( + 1.0, + getMapValue(QPointF(double(i) + dist, double(j)), ref_host, vars) * + vars.waveHeight, + 0.0); + QVector3D leftPos( + -1.0, + getMapValue(QPointF(double(i) - dist, double(j)), ref_host, vars) * + vars.waveHeight, + 0.0); + QVector3D farPos( + 0.0, + getMapValue(QPointF(double(i), getVPos(QPointF(R_z + 1, 0), vars)), + ref_host, vars) * + vars.waveHeight, + 1.0); + QVector3D nearPos( + 0.0, + getMapValue(QPointF(double(i), getVPos(QPointF(R_z - 1, 0), vars)), + ref_host, vars) * + vars.waveHeight, + -1.0); + // 左手系座標なので外積を反転する + QVector3D currentNormal = + -QVector3D::crossProduct(rightPos - leftPos, farPos - nearPos); + currentNormal.normalize(); + + // 変位後の表面座標 (M) + // ※法線のX成分は強引にY座標の変位に持ち込んで近似する + float dispXY = std::sqrt(currentNormal.x() * currentNormal.x() + + currentNormal.y() * currentNormal.y()); + QPointF M = S + QPointF(currentNormal.z(), dispXY) * dispHeight; + + // 前後左右の座標に変位を加える + QPointF rightDispUV = currentDispUV + QPointF(dist, 0); + QPointF leftDispUV = currentDispUV + QPointF(-dist, 0); + QPointF farDispUV(currentDispUV.x(), + getVPos(QPointF(R_z + uvOffset.z() + 1, 0), vars)); + QPointF nearDispUV(currentDispUV.x(), + getVPos(QPointF(R_z + uvOffset.z() - 1, 0), vars)); + float rightDispHeight = + getMapValue(rightDispUV, disp_host, vars) * vars.displacement; + float leftDispHeight = + getMapValue(leftDispUV, disp_host, vars) * vars.displacement; + float farDispHeight = + getMapValue(farDispUV, disp_host, vars) * vars.displacement; + float nearDispHeight = + getMapValue(nearDispUV, disp_host, vars) * vars.displacement; + + rightPos += currentNormal * rightDispHeight; + leftPos += currentNormal * leftDispHeight; + farPos += currentNormal * farDispHeight; + nearPos += currentNormal * nearDispHeight; + + // 外積で法線を求める 左手系座標なので外積を反転する + QVector3D dispNormal = + -QVector3D::crossProduct(rightPos - leftPos, farPos - nearPos); + dispNormal.normalize(); + + // height of (M) projected on the projection plane + double vPos = getVPos(M, vars); + QVector3D currentPos(double(i - vars.resultDim.lx / 2) / dist, M.y(), + M.x()); + + // Diffuse差分取得のために、変形無しの状態の法線を取得する + QVector3D baseNormal; + // Specular差分取得のために、変形無しの状態の位置も取得 + QVector3D basePos; + if (vars.differenceMode) { + baseNormal = -QVector3D::crossProduct( + QVector3D(2.0, rightDispHeight - leftDispHeight, 0.0), + QVector3D(0.0, farDispHeight - nearDispHeight, 2.0)); + basePos = QVector3D(currentPos.x() + uvOffset.x() / dist, dispHeight, + currentPos.z() + uvOffset.z()); + } + + // continue if the current point is behind the forward bumps + if (vPos <= maxVPos) { + preVPos = vPos; + preDispNormal = dispNormal; + preBaseNormal = baseNormal; + prePos = currentPos; + preBasePos = basePos; + continue; + } + + // putting colors on pixels + int currentY = int(std::floor(maxVPos)); + float current_frac = maxVPos - float(currentY); + int toY = int(std::floor(vPos)); + float to_frac = vPos - float(toY); + // if the entire current segment is in the same pixel, + // then add colors with percentage of the fraction part + if (currentY == toY) { + float ratio = to_frac - current_frac; + *result_p += getColor(preDispNormal, dispNormal, prePos, currentPos, + 0.5, source_host, vars, preBaseNormal, + baseNormal, preBasePos, basePos) * + ratio; + preVPos = vPos; + maxVPos = vPos; + preDispNormal = dispNormal; + preBaseNormal = baseNormal; + prePos = currentPos; + preBasePos = basePos; + continue; + } + + // fill fraction part of the start pixel (currentY) + float k = + (maxVPos + (1.0 - current_frac) / 2.0 - preVPos) / (vPos - preVPos); + float4 color = getColor(preDispNormal, dispNormal, prePos, currentPos, + k, source_host, vars, preBaseNormal, baseNormal, + preBasePos, basePos); + float ratio = 1.0 - current_frac; + *result_p += color * ratio; + + if (result_p == end_p) break; + result_p++; + + // fill pixels between currentY and toY + for (int y = currentY + 1; y < toY; y++) { + k = (float(y) + 0.5 - preVPos) / (vPos - preVPos); + *result_p = getColor(preDispNormal, dispNormal, prePos, currentPos, k, + source_host, vars, preBaseNormal, baseNormal, + preBasePos, basePos); + if (result_p == end_p) break; + result_p++; + } + + // fill fraction part of the end pixel (toY) + k = (float(toY) + to_frac * 0.5 - preVPos) / (vPos - preVPos); + color = getColor(preDispNormal, dispNormal, prePos, currentPos, k, + source_host, vars, preBaseNormal, baseNormal, + preBasePos, basePos); + *result_p += color * to_frac; + + preVPos = vPos; + maxVPos = vPos; + preDispNormal = dispNormal; + preBaseNormal = baseNormal; + prePos = currentPos; + preBasePos = basePos; + } + } + } +} + +//------------------------------------------------------------ +// convert input tile's channel values to float4 values +//------------------------------------------------------------ + +template +void Iwa_FloorBumpFx::setSourceRaster(const RASTER srcRas, float4 *srcMem, + TDimensionI dim) { + float4 *s_p = srcMem; + for (int j = 0; j < dim.ly; j++) { + PIXEL *s_pix = srcRas->pixels(j); + for (int i = 0; i < dim.lx; i++, s_pix++, s_p++) { + (*s_p).x = (float)s_pix->r / (float)PIXEL::maxChannelValue; + (*s_p).y = (float)s_pix->g / (float)PIXEL::maxChannelValue; + (*s_p).z = (float)s_pix->b / (float)PIXEL::maxChannelValue; + (*s_p).w = (float)s_pix->m / (float)PIXEL::maxChannelValue; + } + } +} + +void Iwa_FloorBumpFx::setRefRaster(const TRaster64P refRas, float *refMem, + TDimensionI dim, bool isRef) { + float zeroLevel = + (isRef) ? float(128) / float(TPixel32::maxChannelValue) : 0.0; + float *r_p = refMem; + for (int j = 0; j < dim.ly; j++) { + TPixel64 *r_pix = refRas->pixels(j); + for (int i = 0; i < dim.lx; i++, r_pix++, r_p++) { + float r = (float)r_pix->r / (float)TPixel64::maxChannelValue; + float g = (float)r_pix->g / (float)TPixel64::maxChannelValue; + float b = (float)r_pix->b / (float)TPixel64::maxChannelValue; + float m = (float)r_pix->m / (float)TPixel64::maxChannelValue; + // taking brightness + float brightness = 0.298912f * r + 0.586610f * g + 0.114478f * b; + (*r_p) = brightness * m + zeroLevel * (1.0 - m); + } + } +} + +//------------------------------------ + +void Iwa_FloorBumpFx::doCompute(TTile &tile, double frame, + const TRenderSettings &rend_sets) { + FloorBumpVars vars; + vars.renderMode = m_renderMode->getValue(); + if ((isTextureUsed(vars.renderMode) && !m_texture.isConnected()) || + !m_heightRef.isConnected()) { + tile.getRaster()->clear(); + return; + } + + initVars(vars, tile, rend_sets, frame); + + // メモリの確保 + float4 *source_host = nullptr; + float *ref_host; + float *disp_host = nullptr; + + TRasterGR8P source_host_ras; + if (isTextureUsed(vars.renderMode)) { + source_host_ras = + TRasterGR8P(vars.sourceDim.lx * sizeof(float4), vars.sourceDim.ly); + source_host_ras->lock(); + source_host = (float4 *)source_host_ras->getRawData(); + } + + TRasterGR8P ref_host_ras(vars.refDim.lx * sizeof(float), vars.refDim.ly); + ref_host_ras->lock(); + ref_host = (float *)ref_host_ras->getRawData(); + + TRasterGR8P disp_host_ras; + if (vars.displacement != 0.0 && + m_dispRef.isConnected()) { // renderMode すべてに対応させるかはTBD + disp_host_ras = TRasterGR8P(vars.refDim.lx * sizeof(float), vars.refDim.ly); + disp_host_ras->lock(); + disp_host = (float *)disp_host_ras->getRawData(); + } + + // 画像の取得、格納 + { + if (isTextureUsed(vars.renderMode)) { + TRenderSettings source_sets(rend_sets); + TPointD sourceTilePos = + (tile.m_pos - TPointD(vars.margin, vars.margin)) * vars.precision; + source_sets.m_affine *= TScale(vars.precision, vars.precision); + + TTile sourceTile; + m_texture->allocateAndCompute(sourceTile, sourceTilePos, vars.sourceDim, + tile.getRaster(), frame, source_sets); + + TRaster32P ras32 = (TRaster32P)sourceTile.getRaster(); + TRaster64P ras64 = (TRaster64P)sourceTile.getRaster(); + if (ras32) + setSourceRaster(ras32, source_host, + vars.sourceDim); + else if (ras64) + setSourceRaster(ras64, source_host, + vars.sourceDim); + } + // height image is always computed in 16bpc regardless of the current render + // settings in order to get smooth gradient + TRenderSettings ref_sets(rend_sets); + TPointD refTilePos = tile.m_pos - TPointD(vars.margin, vars.margin); + ref_sets.m_bpp = 64; + TTile refTile; + m_heightRef->allocateAndCompute(refTile, refTilePos, vars.refDim, + TRasterP(), frame, ref_sets); + setRefRaster((TRaster64P)refTile.getRaster(), ref_host, vars.refDim, true); + + // disp imageも同様 + if (disp_host) { + TTile dispTile; + m_dispRef->allocateAndCompute(dispTile, refTilePos, vars.refDim, + TRasterP(), frame, ref_sets); + setRefRaster((TRaster64P)dispTile.getRaster(), disp_host, vars.refDim, + false); + } + } + + // prepare the memory for result image + TRasterGR8P result_host_ras(vars.resultDim.lx * sizeof(float4), + vars.resultDim.ly); + float4 *result_host; + result_host_ras->lock(); + result_host = (float4 *)result_host_ras->getRawData(); + + // compute + if (disp_host) { + doCompute_with_Displacement(tile, frame, rend_sets, vars, source_host, + ref_host, disp_host, result_host); + } else { + doCompute_CPU(tile, frame, rend_sets, vars, source_host, ref_host, + result_host); + } + + if (isTextureUsed(vars.renderMode)) source_host_ras->unlock(); + ref_host_ras->unlock(); + if (disp_host) disp_host_ras->unlock(); + + // cancel check + if (rend_sets.m_isCanceled && *rend_sets.m_isCanceled) { + tile.getRaster()->clear(); + return; + } + + // output the result + TRaster32P outRas32 = (TRaster32P)tile.getRaster(); + TRaster64P outRas64 = (TRaster64P)tile.getRaster(); + if (outRas32) + setOutputRaster(result_host, outRas32, vars.outDim, + vars.resultDim.ly); + else if (outRas64) + setOutputRaster(result_host, outRas64, vars.outDim, + vars.resultDim.ly); + + result_host_ras->unlock(); +} + +//------------------------------------ + +void Iwa_FloorBumpFx::getParamUIs(TParamUIConcept *&concepts, int &length) { + concepts = new TParamUIConcept[length = 3]; + + concepts[0].m_type = TParamUIConcept::VERTICAL_POS; + concepts[0].m_label = "Eye Level"; + concepts[0].m_params.push_back(m_eyeLevel); + + concepts[1].m_type = TParamUIConcept::VERTICAL_POS; + concepts[1].m_label = "Draw Level"; + concepts[1].m_params.push_back(m_drawLevel); + + concepts[2].m_type = TParamUIConcept::VERTICAL_POS; + concepts[2].m_label = "Distance Level"; + concepts[2].m_params.push_back(m_distanceLevel); + concepts[2].m_params.push_back(m_renderMode); +} + +//------------------------------------ + +FX_PLUGIN_IDENTIFIER(Iwa_FloorBumpFx, "iwa_FloorBumpFx") diff --git a/toonz/sources/stdfx/iwa_floorbumpfx.h b/toonz/sources/stdfx/iwa_floorbumpfx.h new file mode 100644 index 0000000..3a47d51 --- /dev/null +++ b/toonz/sources/stdfx/iwa_floorbumpfx.h @@ -0,0 +1,163 @@ +#pragma once + +#ifndef IWA_FLOORBUMPFX_H +#define IWA_FLOORBUMPFX_H + +#include "tfxparam.h" +#include "stdfx.h" +#include "tparamset.h" + +#include +struct float4 { + float x, y, z, w; + float4 operator*(const float &v) const { + return float4{x * v, y * v, z * v, w * v}; + } + float4 &operator+=(const float4 &v) { + x += v.x; + y += v.y; + z += v.z; + w += v.w; + return *this; + } +}; + +class Iwa_FloorBumpFx final : public TStandardRasterFx { + FX_PLUGIN_DECLARATION(Iwa_FloorBumpFx) +public: + enum RenderMode { + TextureMode = 0, + DiffuseMode, + SpecularMode, + FresnelMode, + RefractionMode, + ReflectionMode + }; + + struct FloorBumpVars { + double waveHeight; + double displacement; + int refHeight; + TDimensionI outDim; + TDimensionI resultDim; + int margin; + double precision; + // add margins to all ends and multiply by precision value + TDimensionI sourceDim; // u + // only add margins for height image + TDimensionI refDim; // u + + // collecting parameters + double textureOffsetAmount; // u + double spread; // u + double camAltitude; + int renderMode; // u + bool differenceMode; // u + + // making pixels in gray128 to be zero level height + // ( 128/255. IT'S NOT 0.5! ) + double zeroLevel; // u + double H; // u + double W; // u + // angle between the optical axis and the horizontal axis + double angle_el; // u + // Y coordinate of the Eye position (P) + double P_y; // u + // distance from the Eye (P) to the center of the projection plane (T) + double d_PT; // u + + // Z-Y position of the center of top edge of the projection plane (A) + QPointF A; // u + // Z-Y position of the center of bottom edge of the projection plane (B) + QPointF B; // u + + // (C) is an intersection between the XZ plane and the line P->B + double C_z; // u + QVector3D sunVec; // u + double base_fresnel_ref; // u + double depth, r_index; // uu + double distance; // u + QVector3D eyePos; // u + }; + +protected: + TRasterFxPort m_heightRef; // height reference image + TRasterFxPort m_texture; // texture image + TRasterFxPort m_dispRef; // displacement image + + TIntEnumParamP m_renderMode; + + TDoubleParamP m_fov; // camera fov (degrees) + TDoubleParamP + m_cameraAltitude; // height of the bottom edge of projection plane + + TDoubleParamP m_eyeLevel; // height of the vanishing point + TDoubleParamP m_drawLevel; // upper rendering boundary + + TDoubleParamP m_waveHeight; // height of waves to the both sides (i.e. + // amplitude becomes 2*waveHeight) + + TBoolParamP + m_differenceMode; // available in diffuse and fresnel mode, + // render brightness difference from unbumped state + + // Texture mode parameters + TDoubleParamP m_textureOffsetAmount; // amount of texture trailing along with + // gradient of the bump + TDoubleParamP + m_textureOffsetSpread; // adding "blur" to the gradient distribution + + TDoubleParamP m_sourcePrecision; // to load the texture with higher dpi + TDoubleParamP m_souceMargin; // margins to be added to all edges for both the + // height reference and the texture images + + TDoubleParamP m_displacement; + + // Shading (Diffuse and Specular) modes parameters + TDoubleParamP m_lightAzimuth; // light is in front of camera with azimuth=0. + // clockwise angle (degrees) + TDoubleParamP m_lightElevation; // (degrees) + + // Refraction mode parameters + TDoubleParamP m_depth; // water depth. the bottom will be placed at -depth + TDoubleParamP + m_refractiveIndex; // refractive index of the medium under the surface + + // Reflection mode parameter + TDoubleParamP m_distanceLevel; // the distance of the reflected object + // specified by the postion on the surface + + // convert output values (in float4) to channel value + template + void setOutputRaster(float4 *srcMem, const RASTER dstRas, TDimensionI dim, + int drawLevel); + + // convert input tile's channel values to float4 values + template + void setSourceRaster(const RASTER srcRas, float4 *srcMem, TDimensionI dim); + + void setRefRaster(const TRaster64P refRas, float *refMem, TDimensionI dim, + bool isRef); + + inline void initVars(FloorBumpVars &vars, TTile &tile, + const TRenderSettings &settings, double frame); + +public: + Iwa_FloorBumpFx(); + bool doGetBBox(double frame, TRectD &bBox, + const TRenderSettings &info) override; + bool canHandle(const TRenderSettings &info, double frame) override; + void doCompute(TTile &tile, double frame, + const TRenderSettings &rend_sets) override; + void doCompute_CPU(TTile &tile, const double frame, + const TRenderSettings &settings, const FloorBumpVars &vars, + float4 *source_host, float *ref_host, float4 *result_host); + void doCompute_with_Displacement(TTile &tile, const double frame, + const TRenderSettings &settings, + const FloorBumpVars &vars, + float4 *source_host, float *ref_host, + float *disp_host, float4 *result_host); + void getParamUIs(TParamUIConcept *&concepts, int &length) override; +}; + +#endif \ No newline at end of file diff --git a/toonz/sources/tnztools/edittoolgadgets.cpp b/toonz/sources/tnztools/edittoolgadgets.cpp index 5e143b3..5f0252d 100644 --- a/toonz/sources/tnztools/edittoolgadgets.cpp +++ b/toonz/sources/tnztools/edittoolgadgets.cpp @@ -2366,6 +2366,78 @@ void EllipseFxGadget::leftButtonDrag(const TPointD &pos, const TMouseEvent &e) { void EllipseFxGadget::leftButtonUp() { m_handle = None; } +//============================================================================= + +class VerticalPosFxGadget final : public FxGadget { + TPointD m_pos; + TDoubleParamP m_yParam; + TIntEnumParamP m_mode; + +public: + VerticalPosFxGadget(FxGadgetController *controller, + const TDoubleParamP ¶m, const TIntEnumParamP &mode) + : FxGadget(controller), m_yParam(param), m_mode(mode) { + addParam(m_yParam); + } + + void draw(bool picking) override; + + bool isVisible(); + void leftButtonDown(const TPointD &pos, const TMouseEvent &) override; + void leftButtonDrag(const TPointD &pos, const TMouseEvent &) override; +}; + +//--------------------------------------------------------------------------- +// Dirty resolution to hide gadget when selecting unrelated modes + +bool VerticalPosFxGadget::isVisible() { + if (!m_mode) return true; + // condition for Distance Level parameter of Iwa_FloorBumpFx + if (m_yParam->getName() == "distanceLevel" && m_mode->getValue() != 5) + return false; + return true; +} + +//--------------------------------------------------------------------------- + +void VerticalPosFxGadget::draw(bool picking) { + if (!isVisible()) return; + setPixelSize(); + if (isSelected()) + glColor3dv(m_selectedColor); + else + glColor3d(0, 0, 1); + glPushName(getId()); + double vPos = getValue(m_yParam); + double unit = getPixelSize(); + glPushMatrix(); + glTranslated(0, vPos, 0); + double r = unit * 3; + double d = unit * 300; + glBegin(GL_LINES); + glVertex2d(0, r); + glVertex2d(0, -r); + glVertex2d(-d, 0); + glVertex2d(d, 0); + glEnd(); + drawTooltip(TPointD(7, 7) * unit, getLabel()); + + glPopMatrix(); + glPopName(); +} + +//--------------------------------------------------------------------------- + +void VerticalPosFxGadget::leftButtonDown(const TPointD &pos, + const TMouseEvent &) {} + +//--------------------------------------------------------------------------- + +void VerticalPosFxGadget::leftButtonDrag(const TPointD &pos, + const TMouseEvent &) { + if (m_yParam) setValue(m_yParam, pos.y); +} + //************************************************************************************* // FxGadgetController implementation //************************************************************************************* @@ -2599,6 +2671,15 @@ FxGadget *FxGadgetController::allocateGadget(const TParamUIConcept &uiConcept) { break; } + case TParamUIConcept::VERTICAL_POS: { + assert(uiConcept.m_params.size() >= 1 && uiConcept.m_params.size() <= 2); + TIntEnumParamP mode((uiConcept.m_params.size() >= 2) + ? (TIntEnumParamP)uiConcept.m_params[1] + : TIntEnumParamP()); + gadget = new VerticalPosFxGadget(this, uiConcept.m_params[0], mode); + break; + } + default: break; } diff --git a/toonz/sources/toonzqt/fxsettings.cpp b/toonz/sources/toonzqt/fxsettings.cpp index a0e1863..93931b0 100644 --- a/toonz/sources/toonzqt/fxsettings.cpp +++ b/toonz/sources/toonzqt/fxsettings.cpp @@ -343,6 +343,7 @@ void ParamsPage::setPageField(TIStream &is, const TFxP &fx, bool isVertical) { m_mainLayout->setColumnStretch(0, 0); m_mainLayout->setColumnStretch(1, 1); setPageField(is, fx, true); + tmpWidget->setLayout(m_mainLayout); // turn back the layout m_mainLayout = keepMainLay; @@ -872,7 +873,7 @@ void ParamsPageSet::addParamsPage(ParamsPage *page, const char *name) { /*-- このFxで最大サイズのページに合わせてダイアログをリサイズ --*/ QSize pagePreferredSize = page->getPreferredSize(); m_preferredSize = m_preferredSize.expandedTo( - pagePreferredSize + QSize(m_tabBarContainer->height() + 2, + pagePreferredSize + QSize(m_tabBarContainer->height() + 2, 2)); /*-- 2は上下左右のマージン --*/ QScrollArea *pane = new QScrollArea(this); @@ -976,7 +977,7 @@ void ParamsPageSet::createPage(TIStream &is, const TFxP &fx, int index) { /*-- このFxで最大サイズのページに合わせてダイアログをリサイズ --*/ QSize pagePreferredSize = paramsPage->getPreferredSize(); m_preferredSize = m_preferredSize.expandedTo( - pagePreferredSize + QSize(m_tabBarContainer->height() + 2, + pagePreferredSize + QSize(m_tabBarContainer->height() + 2, 2)); /*-- 2は上下左右のマージン --*/ QScrollArea *scrollAreaPage = new QScrollArea(this); diff --git a/toonz/sources/toonzqt/paramfield.cpp b/toonz/sources/toonzqt/paramfield.cpp index e3a1605..f119c45 100644 --- a/toonz/sources/toonzqt/paramfield.cpp +++ b/toonz/sources/toonzqt/paramfield.cpp @@ -1386,7 +1386,6 @@ void EnumParamField::onChange(const QString &str) { emit currentParamChanged(); emit actualParamChanged(); - emit modeChanged(m_actualParam->getValue()); if (undo) TUndoManager::manager()->add(undo); @@ -1420,6 +1419,10 @@ void EnumParamField::update(int frame) { } } +//----------------------------------------------------------------------------- + +int EnumParamField::getValue() const { return m_actualParam->getValue(); } + //============================================================================= // BoolParamField //-----------------------------------------------------------------------------