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Title: Fragmentarium 1.0.31
Post by: 3dickulus on September 06, 2015, 06:54:17 AM
For anyone that wants to try Fragmentarium on windows with OpenEXR
IT'S DONE  :canadian: :horsie: :banana: :worm: :chilli:

Now all it needs is a few rofl2 tests... and maybe some docs.

Use the Windows installer for initial download and the MaintenanceTool for updates
Loads EXR format textures and saves EXR format images.

edit: when compiling with MinGW for windows it does not require zlib.dll, it gets linked with  the static vers from MinGW :D
edit: compiled with Qt 5.4.2 and MinGW 4.9.1
edit: Now has a Windows installer!!!


Title: Re: Fragmentarium 1.0.10
Post by: Patryk Kizny on September 06, 2015, 10:11:17 AM
Jumping off my bed to test it!
Gratefully yours!


Title: Re: Fragmentarium 1.0.10
Post by: 3dickulus on September 06, 2015, 07:51:03 PM
lols, you sleep in the studio huh? now that's dedication  :beer:


Title: Re: Fragmentarium 1.0.12
Post by: visual.bermarte on October 15, 2015, 10:34:43 PM
This is version 1.0.13 for OSX http://bit.ly/1NKaoXK
how to run a script from terminal:
Code:
Fragmentarium-1.0.13.app/Contents/MacOS/./Fragmentarium-1.0.13 -s ././fqScript/test0.fqs ././Examples/Tutorials/bermarte.frag


Title: Re: Fragmentarium 1.0.12
Post by: 3dickulus on October 16, 2015, 03:48:22 AM
 :thanks1: I'll host that on my site too  :beer:

I would like to modify the name from Fragmentarium_3Dickulus-master.zip to Fragmentarium-1.0.13-OSX.zip

oh, wait, I see it's a zip file in a zip file, Fragmentarium_3Dickulus-master.zip contains Fragmentarium-1.0.13.zip, is this a requirement or can I use Fragmentarium-1.0.13.zip?


Title: Re: Fragmentarium 1.0.13
Post by: visual.bermarte on October 16, 2015, 08:17:51 AM
Yes, you can use Fragmentarium-1.0.13-OSX.zip, as you prefer. :beer:
now back to mandelbulber.   :)
I am so sorry it takes me ages to do things.


Title: Re: Fragmentarium 1.0.13
Post by: SCORPION on October 16, 2015, 12:21:04 PM
It does not work to save the image .exr - fragmentarium closed when stored.

Windows 7/64
NVIDIA GeForce GTS 450


Title: Re: Fragmentarium 1.0.13
Post by: 3dickulus on October 17, 2015, 02:01:55 AM
nV version?
the win box I use for compiling and testing has a nVidia GeForce GTX 650 ti (GL4.3),
have you compiled it yourself or are you using the win exe from my website?


Title: Re: Fragmentarium 1.0.14
Post by: 3dickulus on November 07, 2015, 10:02:10 PM
v1.0.14 win executables are at :D http://www.digilanti.org/fragmentarium/

Thank you to all who have helped squish bugs or request features, Patryk Kizny, visual.bermarte, the most recent, too many to list 88)
Thank you to M. Benesi for the fascinating Pine Fold fragment.



Title: Re: Fragmentarium 1.0.14
Post by: M Benesi on November 08, 2015, 04:12:31 AM
   Thanks for the sweet builds.  

  Question: should we update "examples" and stuff too?  

  Also, both .13 and .14 crash when I try to build with KeyFrames..  Trying to set just RotVector.  It might be keyboard actuator failure.. I'll look for a tutorial. 

#preset KeyFrame.001
RotVector 1,0,0
#endpreset

#preset KeyFrame.002
RotVector 0,1,0
#endpreset


Title: Re: Fragmentarium 1.0.14
Post by: 3dickulus on November 08, 2015, 07:24:46 AM
Yes, you need to use the Examples/Includes that come with v1.0.14, the changes are minor and the old ones will still work, all I did was move AUTO_FOCUS and DEPTH_TO_ALPHA to #defines

keyframe presets are camera positions
easingcurve settings are for parameter morphing

Take a look at the menu Examples/Tutorials/ 30 - 31 - 32 , these three tutorials demonstrate the basic application of the animation abilities I have added to Fragmentarium, camera spline path, parameter morphing, focal plane tracks target pos.

Read through the page where you downloaded the exe zip (scroll down...) for step by step walk through of each tutorial, they are very simple and should only take a few minutes to follow, they are really for familiarization with the commands/hotkeys, once you understand how they work together you will be flying around recording a path as you go and then applying transitions to other parameters.

PS you may be experiencing crashes because a keyframe is expected to have FOV EYE TARGET and UP values.

edit: lol just noticed the "Build" button is being highlighted erroneously after applying a preset with a locked var that doesn't change, oops...


Title: Re: Fragmentarium 1.0.14
Post by: M Benesi on November 08, 2015, 08:33:07 AM
k  :D  Thanks.  I'll check in tomorrow.  Might have some questions in the help? thread.


Title: Re: Fragmentarium 1.0.14
Post by: 3dickulus on November 08, 2015, 09:02:35 AM
easy fix, done, grab the exe-only.zip


Title: Re: Fragmentarium 1.0.16
Post by: 3dickulus on November 22, 2015, 02:59:20 PM
v1.0.16 anisotropic hardware filtering for textures.

@Patryk thanks for getting me to look at the texture stuff, I'm sure there is more that can be done.
enable like this
Code:
uniform sampler2D myTexture; file[test.png]
#TexParameter myTexture GL_TEXTURE_MAX_ANISOTROPY 16.0
min = 1.0 = no filter
max = 16.0

this pic is labeled as subframes.anisotropy


Title: Re: Fragmentarium 1.0.17
Post by: 3dickulus on December 06, 2015, 04:16:20 AM
Toolbars stay as user configured them when switching to fullscreen mode and textures are now persistent with one caveat... the win exe won't load EXR format textures, HDR and standard Qt formats are fine, It's a trade off, squished a crash when texture not found and clicking on the GL area bug.


Title: Re: Fragmentarium 1.0.17
Post by: 3dickulus on December 11, 2015, 10:14:39 PM
Fixed EXR texture load bug and added RGB+A so...
EXR image output can contain 1.0/depth in alpha channel
EXR texture input reads RGBA (was only rgb) into sampler texture
will have to put together a nice tutorial once the dust settles a bit on this latest bunch of mods ;)

All fixes are in the currently posted sourcecode and executable packages

For those compiling from source:

Linux - no change, just grab the source, cd to the base folder, run the mklinux.sh script
Windows - just grab the source, cd to the base folder, run the mkmingw.bat script
                 the change is that when finished you will have a new folder with a complete standalone package
                 with all required DLLs, the new Fragmentarium folder can be moved out of the base folder or archived for distribution
OSX - soon I hope

For those relying on precompiled binaries:

Linux - none
Windows - grab the exe-only package and merge with or copy to your current Fragmentarium folder
OSX - soon I hope

PS the website is the globe under my avatar <<<


Title: Re: Fragmentarium 1.0.18
Post by: 3dickulus on December 19, 2015, 04:20:54 AM
patch level 18 brings a couple of things, @knighty thank you for your input, I really do need the feedback :)

A complete deploy package with QTranslator files for the GUI
Streamlined initialization a bit for shader and textures ( hopefully fixes switching to software emulation mode)
Full screen mode has menu with "Toggle fullscreen" and "Screen snapshot" entries (Shift+RMB in GL area)
Reports screen XY + depth buffer value on single press and release of LMB on fractal to the status bar
Highlight "Build" button when fragment source is changed
Set include search path preferences option
Save easing curve settings in presets preferences option

Hopefully this patch smooths a few things out, let me know if you have any problems :)


Title: Re: Fragmentarium 1.0.19
Post by: 3dickulus on January 18, 2016, 01:38:09 AM
http://www.fractalforums.com/index.php?topic=22769.msg90054#msg90054  O0


Title: Re: Fragmentarium 1.0.20
Post by: 3dickulus on February 01, 2016, 02:00:56 AM
Now compiled with Qt 5.4.2 and MinGW 4.9.1 (http://www.digilanti.org/fragmentarium/)

These changes and bug fixes have come about after collaborating with Matt Benesi http://www.fractalforums.com/index.php?topic=22769.msg90054#msg90054

+ Added special "feedback array" uniform so frag code can get mouse click locations
+ enabled screenTo3D function, read out object XYZ @ mouse pos in status bar
+ enabled MiddleButton (Wheel) click = center screen at this location
+ Shift+Tilde key resets camera to look through origin 0,0,0
+ LMB+Shift+Alt rotates around target
+ CTRL+LMB record mouse pos to feedback array positive strength (push)
+ CTRL+Alt+LMB record mouse pos to feedback array negative strength (pull)
+ CTRL+SHIFT+LMB erase last mouse pos from feedback array and decrement counter
+ CTRL+ALT+SHIFT+LMB clear all recorded mouse positions in feedback array

+ fixed Texture Persistence bug
+ fixed crash when blockmarked text is not a preset and F8 is pressed
+ Qt5.4 loads EXR format (on linux) but doesn't save this format so still need OpenEXR static libs for that



Title: Re: Fragmentarium 1.0.20
Post by: ForestCat on February 01, 2016, 04:20:10 AM
3dickulus,

Man, thanks for sharing all your hard work here.  You're scratching an awful lot of itches with the features you're adding, particularly the spline paths, which I loved from boxplorer2.

In your release notes, I see "Setting and saving In/Out easing curves for any/all "Float 1-2-3-4" parameters."

Is there a fundamental reason that int parms, i.e. 'ColorIteration' couldn't also be automated this way?

I apologize in advance if that's a clueless noob question.  Trying hard to get my head around these tools...

Thanks again


Title: Re: Fragmentarium 1.0.20
Post by: 3dickulus on February 01, 2016, 04:58:29 AM
Hi, glad you're having fun with it :D

int parameters are not good candidates for animation as transitions from 0-1-2 are jumpy or too sudden, there is no smoothness to it until the values get big

you can change an int uniform slider to a float with the same range then highlight/select the slider and hit F7 key,
you will have to add some "polite" type casting or you will get warnings but it should work just the same...

change from...
Code:
// Number of iterations.
uniform int Iterations;  slider[0,10,20]
...to...
Code:
// Number of iterations.
uniform float IterationsF;  slider[0,10,20]
...then in the fragment code where required...
Code:
int Iterations = int(IterationsF);

I haven't tried this but it works in theory  :dink:


Title: Re: Fragmentarium 1.0.20
Post by: ForestCat on February 01, 2016, 05:27:57 AM
Excellent, thanks!  Probably closer to addiction than fun, but it's all good :-)

Had actually tried just changing the uniform to a float, but that threw implicit cast errors.
I was just getting ready to see if I could find an int() function in glsl, lol. Total noob, but really anxious to get enough of a working knowledge of these environments to begin to be able to convert parm/config files and shader code between Fragmentarium, boxplorer2, shadertoy, touchdesigner, etc.  There are some insanely deep boxplorer 'worlds' I'm trying to convert to Fragmentarium, because, well, it has a ui & and an IDE of sorts, but some of the compiler errors are just too ambiguous for my chops. My ambition is way bigger than my brain at this point :-)

Thanks again for this awesome tool, and thanks to all the other giants w/ your footprints on their shoulders. :-)  The collective talent level on this forum is staggering...


Title: Re: Fragmentarium 1.0.20
Post by: 3dickulus on February 01, 2016, 06:10:51 AM
indeed, lots of muddy footprints, I couldn't do anything without the foundation built by Syntopia (tnx again btw) and all of the contributors here at FF  :beer:


Title: Re: Fragmentarium 1.0.20
Post by: ForestCat on February 01, 2016, 06:28:47 PM
Couple of observations.  Can't say if they are specific to 1.0.20, but either way you might want to investigate:

The Step Size modifier keys do not seem to effect the Q/E roll keys, the Y/H (which _seem_ to be yaw, but are not documented), or the T/G pitch keys.

The Step Size does work with A/D, W/S, and R/F.

In control.html, R/F is documented as yaw, but moves the viewpoint vertically on my install.  Y/H seems to be yaw. 
T/H  is documented as 'move up/down', and T/G as 'pitch'.  Think that might be a typo.

Is there another way to set the step size for Q/E, Y/H, and T/G?

One other note:  I've been playing w/ the Benesi frags a bit, and I've noticed that decreasing the step size w/ SHIFT-Mousewheel will at some small value lock up Fragmentarium. 

Thanks again, hope the info above is of some value.





Title: Re: Fragmentarium 1.0.20
Post by: ForestCat on February 01, 2016, 11:16:13 PM
If the following has been addressed elsewhere & I missed it, apologies...

Once keyframes have been added using F8, etc., progressive rendering no longer renders subframes.
I suspect that may be intentional on your part, due to performance issues while "scrubbing" the timeline, etc.

Is there any way to momentarily turn subframe rendering back on while exploring for the next worthy keyframe, etc, short of rendering out a png to disk?

I've been finding that there are many situations where it's nearly impossible to judge the content/detail of a frame w/o a good number of "passes"...

EDIT:  Interesting.  If I render out a Keyframe, close the .frag, then load back the .frag just created along w/ the .png, I can now choose among the presets (keyframes) and it renders subframes for each, but only if I DO NOT LOAD THE HIGHEST NUMBERED(last created) KEYFRAME.  That one will NOT render subframes, and from that point forward (until a reload of the .frag), no more subframes on any presets.

So maybe something's up...

Thanks


Title: Re: Fragmentarium 1.0.20
Post by: 3dickulus on February 02, 2016, 03:23:01 AM
Once keyframes have been added using F8, etc., progressive rendering no longer renders subframes.

Progressive render is inhibited when the time line is on the very last frame because the "Play" function is flipped to "Stop", it does still render progressively though, click on the timeline button and hit the left arrow key once, this decrements the frame position by 1 so = END-1 and progressive rendering is available (hit the Play button). This can be remedied with a test to check if Animation or Progressive mode, when Progressive no flip, when Animation flip play to stop if looping is not set in preferences so it just plays to the end and stops.

you may also note that in animation mode frame 0 actually displays the very last frame, anim starts at frame 1, but not when rendering image files?

...
The Step Size modifier keys do not seem to effect the Q/E roll keys, the Y/H (which _seem_ to be yaw, but are not documented), or the T/G pitch keys.
...
One other note:  I've been playing w/ the Benesi frags a bit, and I've noticed that decreasing the step size w/ SHIFT-Mousewheel will at some small value lock up Fragmentarium. 


testing previous versions, this particular flavor of this bug is since to 1.0.10, prior to that it would go to 0 and just stay there, would not increase from 0, not sure why the behavior changed to lockup below 1.0E-38 but I will look at it and fix it with a lower limit of 1.0E-36 and possibly add a "reset stepping to default" option in the help menu.

will also look at the stepping for Q/E, Y/H, and T/G keys, I rarely navigate with the keyboard and haven't done much with the code in this area

Thanks again, hope the info above is of some value.

YES! this info is of great value, I can't test everything against everything else whenever I change/fix/add something, just not enough hours in the day and your usage style may be very different from mine so you will find something that I might miss (or neglect  :embarrass: )

I'm really quite surprised that nobody else has mentioned these things :sad1: ( or they have and I neglected to address them ) and a little disappointed that I let such trivial but annoying bugs live.

so until I can patch it up,

1. don't decrease stepping to less than 1.0E-36 (or just above whatever you found was your lower limit)
2. when adding keyframes in Progressive mode you can clickity click the "Play" button a few times and it will accumulate a few frames with each click, this should at least let you see what's going on so you can make your next move ;)

Thank you very much for the input  :beer:  will fix asap


Title: Re: Fragmentarium 1.0.20
Post by: ForestCat on February 02, 2016, 05:03:09 AM
No dealbreakers, relatively minor stuff, except the key increments.  If there is a way to 'scale' mouse input, the keys would be mostly moot.  If I'm correct, SHIFT mousewheel only effects W/S keys & mousewheel 'travel'? Problem for me is when I'm deep in, and need to make tiny pitch/yaw/position adjustments, the mouse feels like using an F-16 to go bar-hopping.

Did notice the 'Frame 0' is really 'Frame 1' thing, but it's not much of a problem.  Neither is the crash on small step value, I just avoid those low values.

On thing you may want to take a quick peek at is the code that parses/inserts keyframe preset blocks, in particular the autonumbering.   I know you probably didn't plan for it to be used this way, but for the time being, if I need to delete(as opposed to edit/replace) a keyframe (and I don't want to man-up & start from scratch, lol), I just delete that code block.  If I'm correct, you're "counting" the keyframe blocks, rather than parsing for the highest numbered(or incrementing the last added) keyframe when determining the next # for F8 Add Keyframe function?  If I have 20 keyframes, go back & delete #5, the next F8 wants to add #20 rather than #21.  Again, no big deal. 
As a note for anyone stumbling on this post, I found I can 'insert' a keyframe between, i.e. #002 & #003 by pasting it in and renaming .0025.  Nice!

I know there are ticks on the timeline at keyframes, but is there any way to display the current (or closest)  keyframe# while either playing or scrubbing the timeline?  Now THAT would be a Godsend :-)

I'll give you as much feedback as you can handle.  I'm overjoyed that this is still on your radar.  Generally, by the time I discover something epic, the developer has moved on to something else, or just doesn't have the time/interest to finish/fix it.  And I do get that, but it's sad just the same.

Thanks again for taking Fragmentarium & running with it.

P.S., if you haven't spent any time with the last version of Boxplorer2, you may want to have a look at the way the splines are done, w/ mouse movable nodes at keyframes.  If you could get that implemented, and allow the selected keyframes to be edited, yabadabbadoo!

I've seen mention in your older posts/docs of an animation editor/dialog, or similar.  Does that still exist?


Title: Re: Fragmentarium 1.0.20
Post by: 3dickulus on February 02, 2016, 06:17:56 AM
"fixing" stepping, I think, should be applying it to all movement controls so that when maneuvering in a tight spot all motion actions are scaled, keys and mouse.

the keyframe "editor" needs to be developed, the basics of creating adding replacing are there, the next step would be to move the entire process out of the text editor and into a GUI that allows better intuitive control like auto renumber/recompile when a frame is deleted or inserted, and save as an #include-able list of presets in the same sort of format you see now in the text editor

my main goal is to ensure that everything works at the current stage of development, ie:the stuff I've added so far and a few bugs that have turned up. my hope is that this can be moved to QOpenGLSurface (Qt5.5) and/or Qt3D with geometry shaders and better keyframe control and representation, need help like someone dedicated to maintaining the Examples folder as a separate package testing and ensuring they all work as expected or maybe just the tutorials part of it, the include folder needs to be simplified (I think) to contain only the latest and best DE raytracer and support files with bells and whistles optional via #defines, the other tracers and buffershaders can be part of the HOW-TO or Examples segment

I would also like to see some investigation into using fragment code in stages, the way it is now it renders images with one shader and does post processing with another, this could be taken to the next step and render geometry(DE), color, light, shadows, with different shader progs using a few textures to pass data from one stage to the next thereby removing or at least mitigating the shader program size barrier. Although I could be gravely mistaken about how complex this might be or if it's even possible.

DOCS DOCS DOCS NEEDS GOOD DOCS AND MORE HOW-TO TUTORIALS better tool tipping?

With GL4+ there are a lot of very cool options like no fixed pipeline, but this may all have to wait for a rewrite of the engine, maybe in v2.0 ;) the only way this will progress is if people put in time and effort, I can only do so much with the time I have available and my terribly limited math skills. Another option is to start from scratch with the latest versions of Qt, GL and GLSL and rebuild "in the spirit of Fragmentarium" that maintains the same functionality it has now for both coders and artists (a very blurred line)

one thing at a time, unless you have a good GPU then it's 1152 things at a time, which is 1152 times as complicated ;)

we'll see how it goes, at the moment I'm very happy and excited to see the creations people come up with using Syntopia's program and the things I've added to it.
I hope I haven't made too much of a mess :)


Title: Re: Fragmentarium 1.0.20
Post by: ForestCat on February 03, 2016, 05:19:05 PM
I'm very happy and excited to see the creations people come up with using Syntopia's program and the things I've added to it.
I hope I haven't made too much of a mess :)

Then perhaps it's time I made an offering...
Based on the default frag that loads in 1.0.20. "YAMM" (yes, another mandelbulb movie...), but I thought the water adds a nice dimension, 3Dickulus' splining results in really convincing motion.  52 keyframes.  Yeah the video has a couple of issues, but I still thought it was worth posting.
Music shamelessly ripped off from myself  ;D
It was rendered/uploaded at 1440x1080-60i. Video quality kinda blows here for some reason...

https://youtu.be/65ZPiDNklVk (https://youtu.be/65ZPiDNklVk)


Title: Re: Fragmentarium 1.0.20
Post by: ForestCat on February 04, 2016, 12:42:21 AM
I don't know if this is the best thread to ask questions about Frag/3Dickulus, couldn't find a dedicated subforum/thread.

RE: Parameter Easing anim, something I'm not totally clear on. 

When I create a param anim via ui, I can see it working, but there's no added code/presets to the frag code, you do mention it's stored "internally".  I assume then that the :

[Variable Name]:[Ease Name]:[Ease Type]:[start frame]:[end frame]:[begin parameter value]:[end parameter value]:[period]:[amplitude]:[overshoot]:[loops]:[pong]

needs to be hand-coded by me? That raises a question about how it's parsed, if the same [Variable Name] occurs more than once within a preset, but w/ different frame range in each instance, would that allow me to animate the same parameter at multiple points on the timelime?  i.e., sweep a spotlight from frame 200-300, then back again at frame 900-1000, etc?


Title: Re: Fragmentarium 1.0.20
Post by: 3dickulus on February 04, 2016, 05:42:05 AM
Very impressive for your first animation with Fragmentarium  :beer: the music fits well.
edit:should put that in http://www.fractalforums.com/animations-showcase-%28rate-my-short-animation%29/ thread

there are two ways to save easing curve settings

Simple: select the menu item Edit->Preferences... and check the Presets contain easing curves box
             then when you create a preset it will also have the current easing curve settings in it if any exist.

Complex: leave the preferences box unchecked, then, after adding an easing curve,
               create a preset named Range-nnn-nnn where nnn-nnn represents the range of
               frames this easing curve is meant to cover, the numbers are not interpreted they are only for differentiation
               and human readability, the name "Range" denotes a special type of keyframe that holds only easing
               curve settings.

again, this is sort of crude but illustrates the idea and proof of concept, there is nothing terribly sophisticated regarding the handling of these Ranges, they can not overlap and can not contain the same variable more than once, they are also not applied automagically, how to use multiple occurrences? must be via fqScript, I posted a (incomplete) list of valid commands (http://www.fractalforums.com/index.php?topic=21985.msg86064#msg86064) and a couple of control examples in the fqScript folder.
edit: the vars are suffixed so a vec3 named var can have settings for each part var1,var2,var3 and this logic applies to all uniforms that can have easing curve settings so they don't get confused with the "normal" setting :)

perhaps this can be moved to the qscripting-fragmentarium thread


Title: Re: Fragmentarium 1.0.20
Post by: ForestCat on February 04, 2016, 06:18:15 AM
Cool, I'll continue in that thread, and re-post the video, thanks  :)


Title: Re: Fragmentarium 1.0.20
Post by: M Benesi on February 04, 2016, 06:58:34 AM
Sweet, ForestCat's an explorer and creator!  :D  


Title: Re: Fragmentarium 1.0.20
Post by: ForestCat on February 05, 2016, 03:47:01 AM
Sweet, ForestCat's an explorer and creator!  :D  

Thanks, man  :) .  I have SO much catching up to do.  The GLSL fractal revolution caught me by surprise.  So much to learn, so little memory left... lol


Title: Re: Fragmentarium 1.0.20
Post by: 3dickulus on February 07, 2016, 06:46:32 AM
Changes since v0.9.5

+ Stops playing/rendering at the end of animation.
+ Saves render "frames per second" as app setting so it gets set where you
  left it from the last run.
+ Time represented as frame ticks rather than floating point seconds.
+ Setting and saving camera spline path controlpoints as "KeyFrame"
  presets. Menu item "Edit->Insert Command->Presets->Insert Preset
  From Current Settings" or hotkey "F8" (see tutorial 30)
+ Tests for user added AutoFocus checkbox in Raytracer tab, focalplane
  tracks target when enabled. (see tutorial 31)
+ Setting and saving In/Out easing curves for any/all single "Float"
  parameter. Menu item "Edit->Add Easing Curve" or hotkey F7
  (see tutorial 32)
+ Shows spline paths and controlpoints when in Progressive/Stop mode.
  (still not quite right but definitely helps me as an animator/artist)
+ Toggle setting for spline rendering in case your projection or engine
  doesn't display them properly.
+ Camera follows spline path when in Animation/Play mode.
+ Camera follows spline path when in Animation/Stop mode when the time
  slider is moved.
+ When in Progressive/Stop mode the "view vector" connects points between
  the Eye and Target paths relative to frame number when the time slider
  is moved.
+ Displays current rendered frame when saving animation to disk so that if
  something isn't set right or didn't hookup the way you expected you can
  stop that 45000 frame animation and fix it without waiting until it's
  finished 8 hours later.  (depending on your hardware)
+ Ticks on TimeSlider representing keyframes
+ Saves current animation FPS and duration with default preferences settings
  on close
+ Syntax Highlighter fixed?
+ Added braket highlighting
+ Animation switches from play to stop at the end
- glu library dependancy removed
+ Uses QMatrix4x4 perspective and lookat
+ Now Float 1 -2 -3 -4 widgets can have easing curves
+ Easing curves can loop multiple times
+ Easing curve loops can ping pong
+ Tabs remember thier fragment and settings when switching.
+ Calls for QTextEdit replaced with Fragmentarium::Gui::TextEdit() (our class)
+ Reworked the OutputDialog class so it uses a Ui file and now it remembers
  last state and allows for rendering a subset of total frames.
+ Reworked the Preferences Dialog class so it uses a Ui file
+ Added line numbers to editor and preferences flag to turn on/off.
+ Version sensitive GLSL source highlighter 1.0 - 4.4 defaults to 1.1
+ Using glsl.xml from http://renderingpipeline.com/2013/12/glsl-syntax-highlighting-for-opengl-4-4/
+ Find text function Ctrl+F
+ Spline paths occluded by object (lin & win)
+ Added GPU asm browser displays vertex and fragment asm code of fragshader and buffershader
+ if no nVidia card is found the Shader Asm menu item is removed
+ now can save only Easing Curve Settings in preset named "Range-nnnn-nnnn"
+ Preferences option to save easing curve settings with named preset
+ when a preset keyframe is selected the coresponding text and controlpoint is highlighted
+ F9 will blockmark the currently selected keyframe (F8 will replace it with the current settings)
+ [spacebar] toggles animation play/stop
+ added preferences option for infinite loop play
+ added preferences option for text editor stylesheet
- Removed platform build folders,
  Using QtCreator to load the Fragmentarium.pro file should work on all platforms,
  CmakeLists.txt should also work on all platforms. Input and tweaks are welcomed.
+ added scripting abilities
+ fixed the input widgets allowing user to type input
+ increased the decimal places for input boxes from 5 to 9
+ implemented OpenEXR RGBA16F image output for v1.0.10
+ added OpenEXR RGBA16F textures for Sampler2D v1.0.10

+ can save depth values to alpha channel in OpenEXR image output
+ added preferences option to save easing curve settings when creating named preset
+ reworked easing curve settings, no "///" preprocessor flag required
+ when a preset name begins with "Range" it will contain only currently active easing curve settings
+ Anisotropic filtering for textures
+ Mipmaps for textures
+ mklinux.sh and mkmingw.bat will compile OpenEXR static libs and Fragmentarium and install exe + Examples/* + Misc/* to a working folder.
+ mklinux.sh should also work for OSX ( thanks visual.bermarte @ fractalforums.com :D )
+ Tool bars remain as user set them when switching to/from fullscreen
+ Textures are persistent when switching to/from fullscreen and when switching textures
+ LoopPlay only loops in "Play" mode
+ Fixed the timeSlider max value to keep in sync with framerate/duration
+ EXR textures use RGBAF format
+ Context menu available in full screen mode (Shift+RMB)
+ Adding language translations...

+ All motion actions are now scaled to step size, set with shift->wheel or keypad 1-2-3, 5 resets to default
+ fixed Easing Curve Ping Pong Loop bug

These came about after collaborating with Matt Benesi

+ Added special "feedback array" uniform so frag code can get mouse click locations
+ enabled screenTo3D function, read out object XYZ @ mouse pos in status bar tnx M Benesi
+ enabled MiddleButton (Wheel) click = center screen at this location
+ Shift+Tilde key resets camera to look at origin 0,0,0
+ LMB+Shift+Alt rotates around target
+ CTRL+LMB record mouse pos and increment feedback array counter
+ CTRL+Alt+LMB record mouse pos to feedback array
+ CTRL+SHIFT+LMB erase last mouse pos from feedback array and decrement counter

+ fixed Texture Persistence bug
+ Qt5.4 loads EXR format but doesn't save this format so still need OpenEXR static libs for that

Thank you M Benesi for all of your input.


Title: Re: Fragmentarium 1.0.20
Post by: 3dickulus on February 08, 2016, 10:45:07 PM
I have confirmed the size discrepancy with the exes, there is none if you follow the instructions, thank you @Forestcat ! our binaries are exactly the same size.
There are MD5 checksums posted on my website too.

again I take the opportunity to thank all those who have contributed ideas and suggestions.

edit: there is a size difference between compiling with QtCreator and compiling with cmake generated makefiles, something in the way static libs and compiler settings are getting handled, but not a big issue, if you have a problem or a solution let me know.

 :beer:


Title: Re: Fragmentarium 1.0.21
Post by: 3dickulus on March 06, 2016, 11:12:03 PM
So... finally had some time to add a "M Benesi Feedback Array Zappa Toolbar" M.B.- F.A.Z.- T.

haven't tested extensively but now there is a tool bar that gets populated with a couple of widgets when the right stuff is detected in your frag..,

one check box for lock
one spin box for current index (Left/Right Arrows too when locked)
one pushbutton that clears entire array, same as CTRL+ALT+SHIFT+LMB

lock locks out mouse interaction with the fractal and lets you drag one zappa around with the mouse(xy) and set depth with wheel(z)
after adding a few current index lets you select which one to work on
and the zappa responds to slider changes in the variable editor tab

these "zappas" (Zee Application of Persistent Placement Attributes ) can be distortions, spherical/lens etc, or any math function like a translation or another fractal, the array size is fixed at 100 instances, everything in the "Feedback" tab is recorded for each instance and when switching  via "current index" the tab gets updated, this data can also be saved to a flat text file and it looks like this...

Code:
// feedback data for: Mandelbulb_with_Feedback.frag
#feedbackvars
feedbackcount=48
feedbackcountmax=49
feedbackmaxindex=102
#endfeedbackvars

//index , coords , ctrl1 , ctrl2 , rot
#feedbackdata
0,0.899847 0.225038 -0.971337 ,0 1 1 0,0.25 0.2 0 0,1 1 1 0
1,0.718535 0.142574 -0.726312 ,0 1 1 0,0.25 0.2 0 0,1 1 1 0
2,0.684043 0.136686 -0.678728 ,0 1 1 0,0.25 0.2 0 0,1 1 1 0
3,0.712328 0.123561 -0.67153 ,0 1 1 0,0.25 0.2 0 0,1 1 1 0
4,,,,,
#endfeedbackdata

I hope to hook this idea up to the spline path control points for easier placement, modification and interaction.

v1.0.21 includes Examples/Benesi folder where you should find the  feedback frags used to develop this 3dickulusness.

 :beer:

EDIT: exes posted :D (http://www.digilanti.org/fragmentarium/)


Title: Re: Fragmentarium 1.0.21
Post by: 3dickulus on March 13, 2016, 03:44:57 AM
"Boy in a Bulble"

made with Matt's zappa features
 (http://www.digilanti.org/fragmentarium/)


Title: Re: Fragmentarium 1.0.22
Post by: 3dickulus on March 19, 2016, 09:04:14 PM
v1.0.22 argh, always with the bug fixing, context menu (RMB) in text editor did silly things with the splitter widget...
1000 monkeys with typewriters...   and I'm just one ;)


Title: Re: Fragmentarium 1.0.22
Post by: visual.bermarte on March 24, 2016, 07:21:56 PM
In attachment you can find a patch for OS X, and this is the result > http://bit.ly/1UOLRCw


Title: Re: Fragmentarium 1.0.22
Post by: 3dickulus on March 25, 2016, 12:44:11 AM
Thank you very much VB !!!

Fragmentarium-1.0.22-OSX.zip (http://www.digilanti.org/fragmentarium/) is now available :D

context menu (RMB) in text editor fixed and a couple of other things (in v1.0.22 win exes too)


Title: Re: Fragmentarium 1.0.23
Post by: 3dickulus on April 05, 2016, 03:27:57 AM
 Yet Another Patch (http://www.digilanti.org/fragmentarium/)  :D

+ CTRL+MMB sets light pos when using DE-Kn2.frag vec3 LightPos :yes:
+ hide unused widgets unless they are locked :joy:
+ fixed broken cmdline option -s :confused:

Thanks visual.bermarte for testing and OSX patches and binary.

As of v1.0.23 I am compiling win exes on Win10 Qt5.4.2 MinGW 4.9.1, strange that these binaries still run under Wine on linux which I don't think knows anything about Win10 yet :hmh:


Title: Re: Fragmentarium 1.0.25
Post by: 3dickulus on June 05, 2016, 10:28:30 PM
v1.0.25 patch fixes (http://www.digilanti.org/fragmentarium/) an overflow condition that prevents rendering beyond a few hundred frames when reporting "saved file..." in the log widget, now reports "Saved file..." in the status bar on successful save and only reports in the log window if there was a problem when saving the image file.


Title: Re: Fragmentarium 1.0.25
Post by: Kalter Rauch on July 27, 2016, 12:44:56 AM
3dickulus ...

I unzipped Fragmentarium 1.025 yesterday.
So far, it works OK (using i7-4770k/gtx760)
Seeing an entire Mandel/Juliabulb morph in real-time...  :fiery:


Title: Re: Fragmentarium 1.0.25
Post by: 3dickulus on July 27, 2016, 06:17:12 AM
 :beer: :D

my humblest apologies for the lack of proper documentation, there is a lot of info in the Programming/Fragmentarium board,
under the menu Examples/Tutorials you will find 30 31 and 32 that demonstrate the main features I added,
see the included text file, 3Dickulus.changes, for more details about special menu items, hot keys and features ;)


Title: Re: Fragmentarium 1.0.26
Post by: 3dickulus on September 13, 2016, 10:56:33 AM
added a couple of things that I think were conspicuous by their absence

+ added ETA to progress dialog
+ changed "F9" behavior: if keyframes exist highlight the current keyframe preset in the text editor, if no keyframes highlight the current preset
+ added "Save" feature to image preview dialog
+ fixed comboslider highlight for locked uniforms
+ adjust slider step with RMB click on slider, no longer on arrow keys
+ added script entries to the help menu
+ prefs option to use #define or const for locked uniforms
+ added a timeline editor (for easing curves) RMB click on time slider
+ added video encoder dialog to render menu (mencoder and ffmpeg option files in Misc folder)
 
and hopefully I didn't add/create more bugs than I squished

sources and win exe packages available at digilanti.org/fragmentarium (http://www.digilanti.org/fragmentarium/)


Title: Re: Fragmentarium 1.0.26
Post by: Tim Emit on September 13, 2016, 04:09:04 PM
sorry to be  a noooooob.. ok if i have your 1.0.25 running on windows , I took the Fragmentarium-1.0.26-nv-exr.exe and put it in my folder with all my libs etc where 1.0,25 is , it opens fine and seems to run well.. is this all i needed to do?  and is there anything i can do to test/check it for you?


Title: Re: Fragmentarium 1.0.26
Post by: 3dickulus on September 13, 2016, 05:18:28 PM
if i have your 1.0.25 running on windows , I took the Fragmentarium-1.0.26-nv-exr.exe and put it in my folder with all my libs etc where 1.0,25 is , it opens fine and seems to run well.. is this all i needed to do?
yes, that's it, v1.0.26 is compiled against the same dlls as v1.0.25
if you have dlls from v1.0.25 all you need to download is the "exe-only" zip

  is there anything i can do to test/check it for you?
just use it as you would in your average everyday fractal exploration and post in the Programming/Fragmentarium board if something doesn't work or you have a problem finding/using a feature,

after installing your favorite video encoder (mencoder or ffmpeg or...) you only have to setup the encoder dialog once and it should remember all of the settings

the timeline editor is very simplistic, it is for positioning existing easing curves, you have  to add some first before opening the timeline dialog, that means actually having applied a few and creating a preset that has the entries in the text editor.

review the "3Dickulus.changes" doc for some details on hot keys and mouse buttons

that's about it :D have fun  :beer:


Title: Re: Fragmentarium 1.0.26
Post by: Tim Emit on September 13, 2016, 06:14:58 PM
@Dick..really appreciated , thanks for your hard work  O0


Title: Re: Fragmentarium 1.0.26
Post by: Sabine on September 13, 2016, 09:29:00 PM
3Dickulus, installed the executable, looks like all is working perfectly :)
Thank you very much for all your work!


Title: Re: Fragmentarium 1.0.26
Post by: 3dickulus on September 16, 2016, 07:58:32 AM
ty :D

for those who replace only the executable when upgrading v1.0.25 -> v1.0.26 you will need these files for the Misc folder or make your own with the options you prefer, these files consist of one line of video encoder options...

mencoder.opt
Code:
-of lavf -ovc x264 -lavcopts vcodec=libx264 -x264encopts crf=25

ffmpeg.opt
Code:
-b:v 2400k -bt 3400k -vcodec libx264 -coder 0 -bf 0 -refs 1 -level 30 -bufsize 1835k -maxrate 30M

mencoder-overcomplete-wavelet.opt
Code:
-vf ow=6:3:3:unsharp=c3x3:0.5:l3x3:0.5 -of lavf -ovc x264 -lavcopts vcodec=libx264 -x264encopts crf=25


Title: Re: Fragmentarium 1.0.27
Post by: 3dickulus on September 25, 2016, 12:06:22 AM
Yet another patch release :D

Replaced hard coded path separators with QDir::separator so it should be fine with "\" or "/" in paths.
Fixed the uniquename problem (I hope) so any number of spaces dots and dashes in paths or filenames should be ok

Added a nifty feature prompted by sabine62, now saves params in PNG file, Render->Screen shot to create a small thumbnail, this file can then be dragged and dropped onto Fragmentarium and it will read the params from the PNG and set them (if they exist) in the variable editor.

EDIT: WIN DLL PATHS

1. info can be found here http://www.codeguru.com/cpp/w-p/dll/article.php/c99/Application-Specific-Paths-for-DLL-Loading.htm

2. move iconengines  imageformats  platforms into C:\Qt\5.4\mingw491_32\plugins\
I found solution 2 is the easiest ;) I will try to address this in the next patch release


Title: Re: Fragmentarium 1.0.27
Post by: Sabine on October 03, 2016, 01:04:07 PM
Works like a charm:)

But can I ask under which tag in the exif of the png  I can find the settings? Or did you hide them elsewhere?;)


Title: Re: Fragmentarium 1.0.27
Post by: 3dickulus on October 03, 2016, 02:01:51 PM
"fRAg"


Title: Re: Fragmentarium 1.0.27
Post by: Sabine on October 03, 2016, 02:08:25 PM
Thank you!


Title: Re: Fragmentarium 1.0.28
Post by: 3dickulus on October 15, 2016, 03:11:59 AM
Now has a Windows installer!!!

Tested on Windows 10
installs to user space folder named Fragmentarium
adds executable to start menu
allows selection of GL >< 4.0 and +- OpenEXR versions
allows selection of subcomponents

Runs without Qt + MinGW

The installer generates a Maintenance Tool exe, for the moment it can be used to un-install but may be used for updates in the future ;)


Title: Re: Fragmentarium 1.0.28
Post by: Sabine on October 15, 2016, 11:28:25 AM
Works really nice on win7 64-bit! Thank you for that, Dick, saves me a bunch of grey hairs more trying to get the source compiled:}  :beer: :beer: :beer:


Title: Re: Fragmentarium 1.0.28
Post by: SCORPION on October 15, 2016, 05:49:32 PM
And I work on windows 7x64.
However, the graphics processor is not running.
Render running on the CPU. :no:


Title: Re: Fragmentarium 1.0.28
Post by: 3dickulus on October 15, 2016, 05:59:39 PM
Fragmentarium is not programmed to select GPU or CPU, it only uses what the gfx driver makes available, it should use whatever your desktop is using.

I see some downloads of the installer by Ubuntu linux, a reminder, this installer is for Windows only!


Title: Re: Fragmentarium 1.0.30
Post by: 3dickulus on January 17, 2017, 12:36:18 AM
Fragmentarium v1.0.30

+ fixed jumpy sec:frame readout on time slider
+ fixed start/stop bug when animation length is shorter than easingcurve duration

reminder: use the MaintenanceTool for updates

edit: source code is always available just ask :)


Title: Re: Fragmentarium 1.0.30
Post by: Sabine on January 17, 2017, 11:52:49 AM
Up and running, thank you @3dickulus!  :beer: :beer: :beer:


Title: Re: Fragmentarium 1.0.30
Post by: macawscopes on February 04, 2017, 07:02:08 AM
Am I missing something?  I can't find the source code!


Title: Re: Fragmentarium 1.0.30
Post by: 3dickulus on February 04, 2017, 09:21:20 PM
The sources are available, just ask and ye shall receive :)


Title: Re: Fragmentarium 1.0.30
Post by: 3dickulus on April 11, 2017, 05:53:33 AM
The latest bug fixed, now 1920x1080x1 tile doesn't crash when saving EXR format.
@swingsoneto and @Sabine thanks for the input ;) the repository has been updated so windows users can use the MaintenanceTool or Installer program to get the latest executable :beer:


Title: Re: Fragmentarium 1.0.30
Post by: Sabine on April 11, 2017, 11:09:30 AM
Updated and tested: works!  :D :D :D Thank you, @3dickulus!  :beer: :beer: :beer:



Title: Re: Fragmentarium 1.0.30
Post by: 3dickulus on April 30, 2017, 08:52:44 PM
Fragmentarium
fixed startup blank GL area ;)
fixed startup capabilities report to log window

Examples
applied fixes by Sabine :D :beer:
applied fixes for hyperbolic tesselation frag

Website
updated Examples (http://www.digilanti.org/fragmentarium/)
updated Installer (http://www.digilanti.org/fragmentarium/)
(if you have already used the online installer, no need to download again, just run the MaintenanceTool in "update" mode and it will pickup all of the changes)

Big Thanks to Sabine for testing and patching the Examples  :beer: :beer: :beer:



Title: Re: Fragmentarium 1.0.31
Post by: 3dickulus on June 04, 2017, 08:44:30 AM
*** GUI ***
+ remembers ToolBar state
+ tabs in Variable Editor automatically switch from East to North for Dock/UnDock event

*** Language Translations ***
+ Dutch
Big Thanks to Sabine for GUI patch ideas and Dutch translations  :beer: :beer: :beer:

*** Tested on Linux desktop ***
 Compiled with gcc (SuSE Leap 42.2) Qt 5.6

*** Tested on Windows 10 ***
 Compiled with MinGW 4.9.2 Qt 5.6



Title: Re: Fragmentarium 1.0.31
Post by: Sabine on June 04, 2017, 11:01:52 AM
:beer: :beer: :beer: Thank you, 3dickulus!
Am downloading the source at the moment, will compile with updated Qt and MinGw :)  :joy: