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Author Topic: Fragmentarium 1.0.31  (Read 15864 times)
Description: OpenEXR + Scripting + Anisotropic HW filter + Interactive Feedback Arrays !!!
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3dickulus
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« Reply #30 on: February 04, 2016, 05:42:05 AM »

Very impressive for your first animation with Fragmentarium  A Beer Cup 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 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 smiley

perhaps this can be moved to the qscripting-fragmentarium thread
« Last Edit: February 04, 2016, 05:50:24 AM by 3dickulus » Logged

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ForestCat
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« Reply #31 on: February 04, 2016, 06:18:15 AM »

Cool, I'll continue in that thread, and re-post the video, thanks  smiley
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M Benesi
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« Reply #32 on: February 04, 2016, 06:58:34 AM »

Sweet, ForestCat's an explorer and creator!  cheesy  
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ForestCat
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« Reply #33 on: February 05, 2016, 03:47:01 AM »

Sweet, ForestCat's an explorer and creator!  cheesy  

Thanks, man  smiley .  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
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3dickulus
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« Reply #34 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 cheesy )
+ 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.
« Last Edit: February 20, 2016, 09:37:59 PM by 3dickulus » Logged

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3dickulus
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« Reply #35 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.

 A Beer Cup
« Last Edit: February 15, 2016, 05:38:45 AM by 3dickulus » Logged

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3dickulus
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« Reply #36 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.

 A Beer Cup

EDIT: exes posted cheesy


* MB-Toolbar.jpg (2.5 KB, 178x35 - viewed 460 times.)
« Last Edit: March 13, 2016, 06:19:21 PM by 3dickulus, Reason: exes posted » Logged

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3dickulus
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« Reply #37 on: March 13, 2016, 03:44:57 AM »

"Boy in a Bulble"

made with Matt's zappa features


* BoyInABulble-704.jpg (244.71 KB, 704x704 - viewed 484 times.)
« Last Edit: March 13, 2016, 06:23:34 PM by 3dickulus, Reason: url » Logged

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3dickulus
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« Reply #38 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 wink
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visual.bermarte
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« Reply #39 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

* patch_OSX.zip (1.26 KB - downloaded 162 times.)
« Last Edit: March 24, 2016, 07:35:13 PM by visual.bermarte » Logged
3dickulus
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« Reply #40 on: March 25, 2016, 12:44:11 AM »

Thank you very much VB !!!

Fragmentarium-1.0.22-OSX.zip is now available cheesy

context menu (RMB) in text editor fixed and a couple of other things (in v1.0.22 win exes too)
« Last Edit: March 25, 2016, 01:10:19 AM by 3dickulus, Reason: bugs » Logged

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« Reply #41 on: April 05, 2016, 03:27:57 AM »

Yet Another Patch  cheesy

+ 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 huh?
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« Reply #42 on: June 05, 2016, 10:28:30 PM »

v1.0.25 patch fixes 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.
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Kalter Rauch
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« Reply #43 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
« Last Edit: July 27, 2016, 12:52:53 AM by Kalter Rauch » Logged
3dickulus
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« Reply #44 on: July 27, 2016, 06:17:12 AM »

 A Beer Cup cheesy

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 wink
« Last Edit: July 27, 2016, 07:25:55 AM by 3dickulus » Logged

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