Apply formating to all files. CLeanup
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928 changed files with 14515 additions and 21479 deletions
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@ -10,77 +10,77 @@
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namespace tp {
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extern ModuleManifest gModuleRayTracer;
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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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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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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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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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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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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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class RayTracer {
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public:
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typedef Buffer2D<RGBA> RenderBuffer;
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struct Progress {
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halnf percentage = 0.f;
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} mProgress;
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struct Progress {
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halnf percentage = 0.f;
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} mProgress;
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struct RenderSettings {
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uhalni depth = 2;
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uhalni spray = 1;
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ualni multisampling = 1;
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Vec2I size;
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};
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struct RenderSettings {
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uhalni depth = 2;
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uhalni spray = 1;
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ualni multisampling = 1;
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Vec2I size;
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};
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struct OutputBuffers {
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RenderBuffer normals;
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RenderBuffer color;
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RenderBuffer depth;
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// albedo, reflectance ...
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};
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struct OutputBuffers {
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RenderBuffer normals;
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RenderBuffer color;
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RenderBuffer depth;
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// albedo, reflectance ...
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};
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public:
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RayTracer() = default;
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void render(const Scene& scene, OutputBuffers& out, const RenderSettings& settings);
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public:
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RayTracer() = default;
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void render(const Scene& scene, OutputBuffers& out, const RenderSettings& settings);
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private:
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struct RayCastData {
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const Object* obj = nullptr;
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TrigCache* trig = nullptr;
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Vec3F hitPos = {0, 0, 0};
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bool hit = false;
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};
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private:
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struct RayCastData {
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const Object* obj = nullptr;
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TrigCache* trig = nullptr;
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Vec3F hitPos = { 0, 0, 0 };
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bool hit = false;
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};
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struct LightData {
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halnf intensity = 0;
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};
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struct LightData {
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halnf intensity = 0;
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};
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private:
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void castRay(const Ray& ray, RayCastData& out, alnf far);
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void cycle(const RayCastData& ray, LightData& out, uhalni depth);
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private:
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void castRay(const Ray& ray, RayCastData& out, alnf far);
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void cycle(const RayCastData& ray, LightData& out, uhalni depth);
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private:
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RenderSettings mSettings;
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const Scene* mScene = nullptr;
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};
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private:
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RenderSettings mSettings;
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const Scene* mScene = nullptr;
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};
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}
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