3D Scene initial
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3fd3211f46
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55f5537a67
8 changed files with 117 additions and 77 deletions
13
3DScene/CMakeLists.txt
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13
3DScene/CMakeLists.txt
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project(3DScene)
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### ---------------------- Static Library --------------------- ###
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file(GLOB SOURCES "./private/*.cpp")
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file(GLOB HEADERS "./public/*.hpp")
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add_library(${PROJECT_NAME} STATIC ${SOURCES} ${HEADERS})
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target_include_directories(${PROJECT_NAME} PUBLIC ./public/)
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target_include_directories(${PROJECT_NAME} PRIVATE ../Externals/)
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target_link_libraries(${PROJECT_NAME} PUBLIC Math)
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target_link_libraries(${PROJECT_NAME} PUBLIC ${BINDINGS_LIBS})
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2
3DScene/private/Scene.cpp
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2
3DScene/private/Scene.cpp
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#include "Scene.hpp"
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51
3DScene/private/SceneIO.cpp
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51
3DScene/private/SceneIO.cpp
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#include "Scene.hpp"
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extern "C" {
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#include "lauxlib.h"
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#include "lualib.h"
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}
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#include "obj/OBJ_Loader.h"
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#include <filesystem>
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bool tp::Scene::load(const std::string& objetsPath) {
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using namespace tp;
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objl::Loader Loader;
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if (!Loader.LoadFile(objetsPath)) {
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std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
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return false;
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}
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for (auto& curMesh : Loader.LoadedMeshes) {
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mObjects.append(Object());
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auto object = &mObjects.last();
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for (auto& vertex : curMesh.Vertices) {
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// printf("{ %f, %f, %f }, \n", vertex.Position.X, vertex.Position.Y, vertex.Position.Z);
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object->mTopology.Points.append(Vec3F{ vertex.Position.X, vertex.Position.Y, vertex.Position.Z });
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object->mTopology.Normals.append(Vec3F{ vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z });
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}
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for (int j = 0; j < curMesh.Indices.size(); j += 3) {
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auto idx1 = (uhalni) curMesh.Indices[j];
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auto idx2 = (uhalni) curMesh.Indices[j + 1];
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auto idx3 = (uhalni) curMesh.Indices[j + 2];
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// printf("{ %i, %i, %i },\n", idx1, idx2, idx3);
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object->mTopology.Indexes.append(Vec3<uhalni>{ idx1, idx2, idx3 });
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}
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if (object->mTopology.Normals.size() != object->mTopology.Points.size()) {
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printf("Logic error loading normals\n");
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}
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object->mCache.Source = &object->mTopology;
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object->mCache.updateCache();
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}
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return mObjects.size();
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}
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43
3DScene/public/Scene.hpp
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43
3DScene/public/Scene.hpp
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#pragma once
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#include "Topology.hpp"
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#include "Buffer2D.hpp"
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#include "Camera.hpp"
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#include <string>
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namespace tp {
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class GPUBuffers {
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public:
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GPUBuffers() = default;
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virtual ~GPUBuffers() = default;
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};
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class Object {
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public:
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Object() = default;
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public:
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Topology mTopology;
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TopologyCache mCache;
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GPUBuffers* mGUPBuffers = nullptr;
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};
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struct PointLight {
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Vec3F pos;
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halnf fallOut = 1.f;
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halnf intensity = 1.f;
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};
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class Scene {
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public:
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Scene() = default;
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bool load(const std::string& scenePath);
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public:
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Buffer<Object> mObjects;
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Buffer<PointLight> mLights;
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Camera mCamera;
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};
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}
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@ -17,11 +17,12 @@ add_subdirectory(Math)
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add_subdirectory(Externals)
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add_subdirectory(Connection)
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add_subdirectory(Graphics)
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add_subdirectory(RayTracer)
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add_subdirectory(DataAnalysis)
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add_subdirectory(Objects)
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add_subdirectory(Widgets)
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add_subdirectory(LibraryViewer)
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add_subdirectory(RasterRender)
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add_subdirectory(3DScene)
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add_subdirectory(RayTracer)
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add_subdirectory(Sketch3D)
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add_subdirectory(3DEditor)
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@ -4,11 +4,12 @@ project(RayTracer)
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file(GLOB SOURCES "./private/*.cpp" "./private/*/*.cpp")
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file(GLOB HEADERS "./public/*.hpp" "./public/*/*.hpp" "./applications/*.hpp")
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add_library(${PROJECT_NAME} STATIC ${SOURCES} ${HEADERS})
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target_include_directories(${PROJECT_NAME} PUBLIC ./public/ ../Externals/)
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target_link_libraries(${PROJECT_NAME} PUBLIC Math Connection)
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target_include_directories(${PROJECT_NAME} PUBLIC ./public/)
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target_link_libraries(${PROJECT_NAME} PUBLIC 3DScene Connection)
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### -------------------------- Applications -------------------------- ###
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add_executable(rayt ./applications/Rayt.cpp applications/SceneLoad.cpp applications/Rayt.hpp)
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file(GLOB APP_SOURCES "./applications/*.cpp")
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add_executable(rayt ${APP_SOURCES})
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target_link_libraries(rayt ${PROJECT_NAME} Lua ImageIO)
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file(COPY "applications/rsc" DESTINATION "${CMAKE_BINARY_DIR}/${PROJECT_NAME}/")
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@ -6,50 +6,8 @@ extern "C" {
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#include "lualib.h"
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}
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#include "obj/OBJ_Loader.h"
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#include <filesystem>
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bool loadMeshes(tp::Scene& scene, const std::string& objetsPath) {
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using namespace tp;
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objl::Loader Loader;
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if (!Loader.LoadFile(objetsPath.c_str())) {
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std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
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return false;
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}
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for (auto& curMesh : Loader.LoadedMeshes) {
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scene.mObjects.append(Object());
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auto object = &scene.mObjects.last();
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for (auto& vertex : curMesh.Vertices) {
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// printf("{ %f, %f, %f }, \n", vertex.Position.X, vertex.Position.Y, vertex.Position.Z);
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object->mTopology.Points.append(Vec3F{ vertex.Position.X, vertex.Position.Y, vertex.Position.Z });
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object->mTopology.Normals.append(Vec3F{ vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z });
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}
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for (int j = 0; j < curMesh.Indices.size(); j += 3) {
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auto idx1 = (uhalni) curMesh.Indices[j];
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auto idx2 = (uhalni) curMesh.Indices[j + 1];
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auto idx3 = (uhalni) curMesh.Indices[j + 2];
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// printf("{ %i, %i, %i },\n", idx1, idx2, idx3);
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object->mTopology.Indexes.append(Vec3<uhalni>{ idx1, idx2, idx3 });
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}
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if (object->mTopology.Normals.size() != object->mTopology.Points.size()) {
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printf("Logic error loading normals\n");
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}
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object->mCache.Source = &object->mTopology;
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object->mCache.updateCache();
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}
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return scene.mObjects.size();
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}
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// Function to read a Lua table representing RenderSettings
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int readRenderSettings(lua_State* L, tp::RayTracer::RenderSettings& settings) {
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lua_getglobal(L, "RenderSettings");
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@ -152,7 +110,7 @@ void loadScene(tp::Scene& scene, const std::string& scenePath, tp::RayTracer::Re
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directoryPath /= meshesPath;
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if (!loadMeshes(scene, directoryPath.string())) {
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if (!scene.load(directoryPath.string())) {
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printf("No 'meshes' loaded - check ur .obj path and validate content of .obj .\n");
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return;
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}
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@ -1,42 +1,13 @@
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#pragma once
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#include "Buffer2D.hpp"
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#include "Camera.hpp"
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#include "Scene.hpp"
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#include "Color.hpp"
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#include "Module.hpp"
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#include "Topology.hpp"
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#include "Vec.hpp"
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namespace tp {
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extern ModuleManifest gModuleRayTracer;
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class Object {
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public:
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Object() = default;
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public:
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Topology mTopology;
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TopologyCache mCache;
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};
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struct PointLight {
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Vec3F pos;
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halnf fallOut = 1.f;
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halnf intensity = 1.f;
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};
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class Scene {
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public:
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Scene() = default;
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public:
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Buffer<Object> mObjects;
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Buffer<PointLight> mLights;
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Camera mCamera;
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};
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class RayTracer {
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public:
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typedef Buffer2D<RGBA> RenderBuffer;
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