mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-21 05:00:06 -05:00
a0a205edd8
-Users can now specify animation params on a per flame basis. --These get saved with the flame file. -Allow for rotating xforms around the world origin during animation. -Make the Clear Flame menu item be more comprehensive in how it clears a flame out. --Bug fixes -Fix an extremely rare possible memory leak when using motion during animation, which is never used in Fractorium. -Do not skip to the current flame index, or attach a prefix in the Final Render Dialog when rendering an animation sequence. --Code changes -Place all animation params in Ember.
455 lines
19 KiB
C++
455 lines
19 KiB
C++
#include "FractoriumPch.h"
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#include "FractoriumEmberController.h"
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#include "Fractorium.h"
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#include "GLEmberController.h"
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/// <summary>
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/// Constructor which initializes the non-templated members contained in this class.
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/// The renderer, other templated members and GUI setup will be done in the templated derived controller class.
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/// </summary>
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/// <param name="fractorium">Pointer to the main window.</param>
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FractoriumEmberControllerBase::FractoriumEmberControllerBase(Fractorium* fractorium)
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: m_PaletteList(PaletteList<float>::Instance())
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{
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Timing t;
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m_Fractorium = fractorium;
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m_Rand = QTIsaac<ISAAC_SIZE, ISAAC_INT>(ISAAC_INT(t.Tic()), ISAAC_INT(t.Tic() * 2), ISAAC_INT(t.Tic() * 3));//Ensure a different rand seed on each instance.
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m_RenderTimer = make_unique<QTimer>(m_Fractorium);
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m_RenderTimer->setInterval(0);
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m_Fractorium->connect(m_RenderTimer.get(), SIGNAL(timeout()), SLOT(IdleTimer()));
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m_RenderRestartTimer = make_unique<QTimer>(m_Fractorium);
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m_AnimateTimer = make_unique<QTimer>(m_Fractorium);
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m_AnimateTimer->stop();
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m_Fractorium->connect(m_RenderRestartTimer.get(), &QTimer::timeout, [&]() { m_Fractorium->StartRenderTimer(false); });//It's ok to pass false for the first shot because creating the controller will start the preview renders.
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m_Fractorium->connect(m_AnimateTimer.get(), &QTimer::timeout, [&]() { SequenceAnimateNextFrame(); });
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}
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/// <summary>
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/// Destructor which stops rendering and deletes the timers.
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/// All other memory is cleared automatically through the use of STL.
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/// </summary>
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FractoriumEmberControllerBase::~FractoriumEmberControllerBase()
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{
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StopRenderTimer(true);
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m_RenderTimer->stop();
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m_RenderRestartTimer->stop();
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m_AnimateTimer->stop();
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}
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/// <summary>
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/// Pause or resume the renderer.
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/// </summary>
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/// <param name="pause">True to pause, false to unpause.</param>
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void FractoriumEmberControllerBase::Pause(bool pause)
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{
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m_Renderer->Pause(pause);
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}
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/// <summary>
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/// Retrieve the paused state of the renderer.
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/// </summary>
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/// <returns>True if the renderer is paused, else false.</returns>
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bool FractoriumEmberControllerBase::Paused()
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{
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return m_Renderer->Paused();
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}
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/// <summary>
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/// Constructor which passes the main window parameter to the base, initializes the templated members contained in this class.
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/// Then sets up the parts of the GUI that require templated Widgets, such as the variations tree and the palette table.
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/// Note the renderer is not setup here automatically. Instead, it must be manually created by the caller later.
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/// </summary>
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/// <param name="fractorium">Pointer to the main window.</param>
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template <typename T>
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FractoriumEmberController<T>::FractoriumEmberController(Fractorium* fractorium)
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: FractoriumEmberControllerBase(fractorium),
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m_VariationList(VariationList<T>::Instance())
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{
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size_t b = 0;
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m_GLController = make_unique<GLEmberController<T>>(fractorium, fractorium->ui.GLDisplay, this);
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m_LibraryPreviewRenderer = make_unique<TreePreviewRenderer<T>>(this, m_Fractorium->ui.LibraryTree, m_EmberFile, nullptr);
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m_SequencePreviewRenderer = make_unique<TreePreviewRenderer<T>>(this, m_Fractorium->ui.SequenceTree, m_SequenceFile, m_Fractorium->ui.SequenceProgressBar);
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m_PaletteList->Clear();
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m_Fractorium->ui.PaletteFilenameCombo->clear();
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//Initial combo change event to fill the palette table will be called automatically later.
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//Look hard for a palette.
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const auto paths = GetDefaultPaths();
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for (auto& path : paths)
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b |= InitPaletteList(path);
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if (b)
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{
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m_SheepTools = make_unique<SheepTools<T, float>>(m_PaletteList->Name(0), new EmberNs::Renderer<T, float>());
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}
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else
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{
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QString allPaths;
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for (auto& path : paths)
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allPaths += path + "\r\n";
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allPaths = QString("No palettes found in paths:\r\n") + allPaths + "\r\nExiting.";
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std::runtime_error ex(allPaths.toStdString());
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throw ex;
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}
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if (m_PaletteList->Size() >= 1)//Only add the user palette if the folder already had a palette, which means we'll be using this folder.
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if (m_PaletteList->AddEmptyPaletteFile((GetDefaultUserPath() + "/user-palettes.xml").toStdString()))
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m_Fractorium->ui.PaletteFilenameCombo->addItem("user-palettes.xml");
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BackgroundChanged(QColor(0, 0, 0));//Default to black.
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ClearUndo();
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}
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/// <summary>
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/// Empty destructor that does nothing.
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/// </summary>
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template <typename T>
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FractoriumEmberController<T>::~FractoriumEmberController() { }
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/// <summary>
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/// Setters for embers, ember files and palettes which convert between float and double types.
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/// These are used to preserve the current ember/file when switching between renderers.
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/// Note that some precision will be lost when going from double to float.
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/// </summary>
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template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<float>& ember, bool verbatim, bool updatePointer, int xformIndex) { SetEmberPrivate<float>(ember, verbatim, updatePointer, xformIndex); }
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template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<float>& ember, std::function<void(Ember<float>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
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template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<float>& emberFile, bool move) { move ? m_EmberFile = std::move(emberFile) : m_EmberFile = emberFile; }
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template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<float>& emberFile, bool sequence, std::function<void(Ember<float>& ember)> perEmberOperation)
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{
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if (sequence)
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{
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emberFile.m_Filename = m_SequenceFile.m_Filename;
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CopyCont(emberFile.m_Embers, m_SequenceFile.m_Embers, perEmberOperation);
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}
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else
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{
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emberFile.m_Filename = m_EmberFile.m_Filename;
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CopyCont(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
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}
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}
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template <typename T> void FractoriumEmberController<T>::CopyXaosToggleEmber(Ember<float>& ember) { ember = m_XaosToggleEmber; }
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template <typename T> void FractoriumEmberController<T>::SetXaosToggleEmber(const Ember<float>& ember) { m_XaosToggleEmber = ember; }
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template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<float>& palette) { m_TempPalette = palette; }
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template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<float>& palette) { palette = m_TempPalette; }
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#ifdef DO_DOUBLE
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template <typename T> void FractoriumEmberController<T>::SetEmber(const Ember<double>& ember, bool verbatim, bool updatePointer, int xformIndex) { SetEmberPrivate<double>(ember, verbatim, updatePointer, xformIndex); }
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template <typename T> void FractoriumEmberController<T>::CopyEmber(Ember<double>& ember, std::function<void(Ember<double>& ember)> perEmberOperation) { ember = m_Ember; perEmberOperation(ember); }
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template <typename T> void FractoriumEmberController<T>::SetEmberFile(const EmberFile<double>& emberFile, bool move) { move ? m_EmberFile = std::move(emberFile) : m_EmberFile = emberFile; }
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template <typename T> void FractoriumEmberController<T>::CopyEmberFile(EmberFile<double>& emberFile, bool sequence, std::function<void(Ember<double>& ember)> perEmberOperation)
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{
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if (sequence)
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{
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emberFile.m_Filename = m_SequenceFile.m_Filename;
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CopyCont(emberFile.m_Embers, m_SequenceFile.m_Embers, perEmberOperation);
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}
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else
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{
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emberFile.m_Filename = m_EmberFile.m_Filename;
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CopyCont(emberFile.m_Embers, m_EmberFile.m_Embers, perEmberOperation);
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}
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}
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template <typename T> void FractoriumEmberController<T>::CopyXaosToggleEmber(Ember<double>& ember) { ember = m_XaosToggleEmber; }
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template <typename T> void FractoriumEmberController<T>::SetXaosToggleEmber(const Ember<double>& ember) { m_XaosToggleEmber = ember; }
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template <typename T> void FractoriumEmberController<T>::SetTempPalette(const Palette<double>& palette) { m_TempPalette = palette; }
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template <typename T> void FractoriumEmberController<T>::CopyTempPalette(Palette<double>& palette) { palette = m_TempPalette; }
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#endif
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template <typename T> Ember<T>* FractoriumEmberController<T>::CurrentEmber() { return &m_Ember; }
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template <typename T>
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void FractoriumEmberController<T>::ConstrainDimensions(Ember<T>& ember)
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{
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ember.m_FinalRasW = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), int(ember.m_FinalRasW));
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ember.m_FinalRasH = std::min<int>(m_Fractorium->ui.GLDisplay->MaxTexSize(), int(ember.m_FinalRasH));
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}
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/// <summary>
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/// Set the ember at the specified index from the currently opened file as the current Ember.
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/// Also attempt to keep the same xform inxed selected, which is useful when switching between many
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/// similar embers when setting up animation keyframes.
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/// Clears the undo state.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="index">The index in the file from which to retrieve the ember</param>
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/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
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template <typename T>
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void FractoriumEmberController<T>::SetEmber(size_t index, bool verbatim)
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{
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if (index < m_EmberFile.Size())
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{
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auto currentXformIndex = m_Fractorium->ui.CurrentXformCombo->currentIndex();
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m_Fractorium->SelectLibraryItem(index);
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ClearUndo();
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SetEmber(*m_EmberFile.Get(index), verbatim, true, currentXformIndex);
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}
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}
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/// <summary>
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/// Wrapper to call a function, then optionally add the requested action to the rendering queue.
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/// </summary>
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/// <param name="func">The function to call</param>
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/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
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/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
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template <typename T>
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void FractoriumEmberController<T>::Update(std::function<void(void)> func, bool updateRender, eProcessAction action)
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{
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func();
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if (updateRender)
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UpdateRender(action);
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}
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/// <summary>
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/// Wrapper to call a function on the current ember and optionally all other embers in the file.
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/// Then optionally add the requested action to the rendering queue.
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/// </summary>
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/// <param name="func">The function to call</param>
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/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
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/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
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/// <param name="applyAll">True to apply the action to all embers in the file in addition to the curent one, false to apply the action only to the current one.</param>
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template <typename T>
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void FractoriumEmberController<T>::UpdateAll(std::function<void(Ember<T>& ember, bool isMain)> func, bool updateRender, eProcessAction action, bool applyAll)
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{
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func(m_Ember, true);
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if (applyAll)
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for (auto& it : m_EmberFile.m_Embers)
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func(it, false);
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if (updateRender)
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UpdateRender(action);
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}
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/// <summary>
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/// Wrapper to call a function on the specified xforms, then optionally add the requested action to the rendering queue.
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/// If no xforms are selected via the checkboxes, and the update type is UPDATE_SELECTED, then the function will be called only on the currently selected xform.
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/// If the update type is UPDATE_CURRENT_AND_SELECTED, and the current is not among those selected, then the function will be called on the currently selected xform as well.
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/// </summary>
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/// <param name="func">The function to call which will pass the xform under consideration, the absolute xform index, and the index within the selected xforms</param>
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/// <param name="updateType">Whether to apply this update operation on the current, all or selected xforms. Default: eXformUpdate::UPDATE_CURRENT.</param>
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/// <param name="updateRender">True to update renderer, else false. Default: true.</param>
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/// <param name="action">The action to add to the rendering queue. Default: eProcessAction::FULL_RENDER.</param>
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/// <param name="index">The xform index to use when action is eXformUpdate::UPDATE_SPECIFIC. Default: 0.</param>
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template <typename T>
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void FractoriumEmberController<T>::UpdateXform(std::function<void(Xform<T>*, size_t, size_t)> func, eXformUpdate updateType, bool updateRender, eProcessAction action, size_t index)
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{
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int i = 0;
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size_t selIndex = 0;
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const auto current = CurrentXform();
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const auto currentIndex = m_Fractorium->ui.CurrentXformCombo->currentIndex();
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const bool forceFinal = m_Fractorium->HaveFinal();
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const bool isCurrentFinal = m_Ember.IsFinalXform(current);
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const bool doFinal = updateType != eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL && updateType != eXformUpdate::UPDATE_ALL_EXCEPT_FINAL;
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switch (updateType)
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{
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case eXformUpdate::UPDATE_SPECIFIC:
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{
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if (auto xform = m_Ember.GetTotalXform(index, forceFinal))
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func(xform, index, 0);
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}
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break;
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case eXformUpdate::UPDATE_CURRENT:
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{
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if (current)
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func(current, currentIndex, 0);
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}
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break;
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case eXformUpdate::UPDATE_CURRENT_AND_SELECTED:
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{
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bool currentDone = false;
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while (const auto xform = m_Ember.GetTotalXform(i, forceFinal))
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{
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if (m_Fractorium->IsXformSelected(i))
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{
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func(xform, i, selIndex++);
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if (xform == current)
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currentDone = true;
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}
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i++;
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}
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if (!currentDone)//Current was not among those selected, so apply to it.
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func(current, currentIndex, selIndex);
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}
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break;
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case eXformUpdate::UPDATE_SELECTED:
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case eXformUpdate::UPDATE_SELECTED_EXCEPT_FINAL:
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{
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bool anyUpdated = false;
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while (const auto xform = (doFinal ? m_Ember.GetTotalXform(i, forceFinal) : m_Ember.GetXform(i)))
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{
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if (m_Fractorium->IsXformSelected(i))
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{
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func(xform, i, selIndex++);
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anyUpdated = true;
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}
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i++;
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}
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if (!anyUpdated)//None were selected, so just apply to the current.
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if (doFinal || !isCurrentFinal)//If do final, call func regardless. If not, only call if current is not final.
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if (current)
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func(current, currentIndex, selIndex);
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}
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break;
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case eXformUpdate::UPDATE_ALL:
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{
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while (const auto xform = m_Ember.GetTotalXform(i, forceFinal))
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func(xform, i++, selIndex++);
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}
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break;
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case eXformUpdate::UPDATE_ALL_EXCEPT_FINAL:
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default:
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{
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while (const auto xform = m_Ember.GetXform(i))
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func(xform, i++, selIndex++);
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}
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break;
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}
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if (updateRender)
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UpdateRender(action);
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}
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/// <summary>
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/// Set the current ember, but use GUI values for the fields which make sense to
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/// keep the same between ember selection changes.
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/// Note the extra template parameter U allows for assigning ember of different types.
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/// Resets the rendering process.
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/// </summary>
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/// <param name="ember">The ember to set as the current</param>
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/// <param name="verbatim">If true, do not overwrite temporal samples, quality or supersample value, else overwrite.</param>
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/// <param name="updatePointer">If true, update the current ember pointer to the address of the one passed in.</param>
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/// <param name="xformIndex">The xform index to select as the current one</param>
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template <typename T>
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template <typename U>
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void FractoriumEmberController<T>::SetEmberPrivate(const Ember<U>& ember, bool verbatim, bool updatePointer, int xformIndex)
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{
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if (ember.m_Name != m_Ember.m_Name)
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m_LastSaveCurrent = "";
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const auto w = m_Ember.m_FinalRasW;//Cache values for use below.
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const auto h = m_Ember.m_FinalRasH;
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m_Ember = ember;
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m_XaosToggleEmber.Clear();
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if (updatePointer && (typeid(T) == typeid(U)))
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m_EmberFilePointer = (Ember<T>*)&ember;
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if (!verbatim)
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{
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m_Ember.m_TemporalSamples = 1;//Change once animation is supported.
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m_Ember.m_Quality = m_Fractorium->m_QualitySpin->value();
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m_Ember.m_Supersample = m_Fractorium->m_SupersampleSpin->value();
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}
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static EmberToXml<T> writer;//Save parameters of last full render just in case there is a crash.
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const auto path = GetDefaultUserPath();
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const QDir dir(path);
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if (!dir.exists())
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dir.mkpath(".");
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const auto filename = path.toStdString() + "/last.flame";
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writer.Save(filename, m_Ember, 0, true, true, false, true, true);
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m_GLController->ResetMouseState();
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FillXforms(xformIndex);//Must do this first because the palette setup in FillParamTablesAndPalette() uses the xforms combo.
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FillParamTablesAndPalette();
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FillCurvesControl();
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FillSummary();
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//If a resize happened, this won't do anything because the new size is not reflected in the scroll area yet.
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//However, it will have been taken care of in SyncSizes() in that case, so it's ok.
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//This is for when a new ember with the same size was loaded. If it was larger than the scroll area, and was scrolled, re-center it.
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if (m_Ember.m_FinalRasW == w && m_Ember.m_FinalRasH == h)
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m_Fractorium->CenterScrollbars();
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}
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/// <summary>
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/// Thin derivation to handle preview rendering multiple embers previews to a tree.
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/// </summary>
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/// <param name="start">The 0-based index to start rendering previews for</param>
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/// <param name="end">The 0-based index which is one beyond the last ember to render a preview for</param>
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template <typename T>
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void TreePreviewRenderer<T>::PreviewRenderFunc(uint start, uint end)
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{
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const auto f = m_Controller->m_Fractorium;
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m_PreviewRenderer.EarlyClip(f->m_Settings->EarlyClip());
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m_PreviewRenderer.YAxisUp(f->m_Settings->YAxisUp());
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m_PreviewRenderer.ThreadCount(std::max(1u, Timing::ProcessorCount() - 1));//Leave one processor free so the GUI can breathe.
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// Possible animate item at index 0
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if (const auto top = m_Tree->topLevelItem(m_Tree->topLevelItemCount() - 1))
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{
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|
size_t i = start;
|
|
double prc = 0;
|
|
double ct = 0;
|
|
double total = end - start;
|
|
|
|
if (m_Pb)
|
|
QMetaObject::invokeMethod(m_Pb, "setValue", Qt::QueuedConnection, Q_ARG(const int, 0));
|
|
|
|
for (auto b = Advance(m_EmberFile.m_Embers.begin(), start); m_PreviewRun && i < end && b != m_EmberFile.m_Embers.end(); ++b, ++i)
|
|
{
|
|
m_PreviewEmber = *b;
|
|
m_PreviewEmber.SyncSize();
|
|
m_PreviewEmber.SetSizeAndAdjustScale(PREVIEW_SIZE, PREVIEW_SIZE, false, eScaleType::SCALE_WIDTH);
|
|
m_PreviewEmber.m_TemporalSamples = 1;
|
|
m_PreviewEmber.m_Quality = 25;
|
|
m_PreviewEmber.m_Supersample = 1;
|
|
m_PreviewRenderer.SetEmber(m_PreviewEmber, eProcessAction::FULL_RENDER, true);
|
|
|
|
if (m_PreviewRenderer.Run(m_PreviewFinalImage) == eRenderStatus::RENDER_OK)
|
|
{
|
|
if (const auto treeItem = dynamic_cast<EmberTreeWidgetItemBase*>(top->child(int(i))))
|
|
{
|
|
//It is critical that Qt::DirectConnection is passed because this is running on a different thread than the UI.
|
|
//This ensures the events are processed in order as each preview is updated, and that control does not return here
|
|
//until the update is complete.
|
|
if (m_PreviewRun)
|
|
{
|
|
QMetaObject::invokeMethod(f, "SetTreeItemData", Qt::DirectConnection,
|
|
Q_ARG(EmberTreeWidgetItemBase*, treeItem),
|
|
Q_ARG(vv4F&, m_PreviewFinalImage),
|
|
Q_ARG(uint, PREVIEW_SIZE),
|
|
Q_ARG(uint, PREVIEW_SIZE));
|
|
prc = 100.0 * (++ct / total);
|
|
|
|
if (m_Pb)
|
|
QMetaObject::invokeMethod(m_Pb, "setValue", Qt::QueuedConnection, Q_ARG(const int, int(prc)));
|
|
|
|
treeItem->SetRendered();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_Pb)
|
|
QMetaObject::invokeMethod(m_Pb, "setValue", Qt::QueuedConnection, Q_ARG(const int, 100));
|
|
}
|
|
}
|
|
|
|
template class FractoriumEmberController<float>;
|
|
template class PreviewRenderer<float>;
|
|
template class TreePreviewRenderer<float>;
|
|
|
|
#ifdef DO_DOUBLE
|
|
template class FractoriumEmberController<double>;
|
|
template class PreviewRenderer<double>;
|
|
template class TreePreviewRenderer<double>;
|
|
#endif
|