Extracted RayCastingResult header to speed-up compiling
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e81487ae08
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12 changed files with 43 additions and 13 deletions
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@ -7,6 +7,7 @@
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#include "OpenGLWater.h"
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#include "OpenGLWater.h"
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#include "OpenGLTerrain.h"
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#include "OpenGLTerrain.h"
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#include "CloudsRenderer.h"
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#include "CloudsRenderer.h"
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#include "Color.h"
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#include "Scenery.h"
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#include "Scenery.h"
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#include "LightingManager.h"
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#include "LightingManager.h"
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#include "GodRaysSampler.h"
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#include "GodRaysSampler.h"
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@ -2,6 +2,7 @@
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#include "SoftwareRenderer.h"
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#include "SoftwareRenderer.h"
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#include "FluidMediumInterface.h"
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#include "FluidMediumInterface.h"
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#include "Color.h"
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FluidMediumManager::FluidMediumManager(SoftwareRenderer* renderer):
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FluidMediumManager::FluidMediumManager(SoftwareRenderer* renderer):
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renderer(renderer)
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renderer(renderer)
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@ -3,19 +3,10 @@
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#include "software_global.h"
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#include "software_global.h"
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#include "Color.h"
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#include "Vector3.h"
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namespace paysages {
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namespace paysages {
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namespace software {
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namespace software {
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typedef struct
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typedef RayCastingResult (*FuncGeneralCastRay)(SoftwareRenderer* renderer, const Vector3 &start, const Vector3 &direction);
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{
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int hit;
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Color hit_color;
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Vector3 hit_location;
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} RayCastingResult;
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typedef RayCastingResult (*FuncGeneralCastRay)(SoftwareRenderer* renderer, Vector3 start, Vector3 direction);
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class SOFTWARESHARED_EXPORT RayCastingManager
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class SOFTWARESHARED_EXPORT RayCastingManager
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{
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{
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6
src/render/software/RayCastingResult.cpp
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6
src/render/software/RayCastingResult.cpp
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@ -0,0 +1,6 @@
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#include "RayCastingResult.h"
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RayCastingResult::RayCastingResult()
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{
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hit = false;
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}
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25
src/render/software/RayCastingResult.h
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25
src/render/software/RayCastingResult.h
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@ -0,0 +1,25 @@
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#ifndef RAYCASTINGRESULT_H
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#define RAYCASTINGRESULT_H
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#include "software_global.h"
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#include "Color.h"
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#include "Vector3.h"
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namespace paysages {
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namespace software {
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class SOFTWARESHARED_EXPORT RayCastingResult
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{
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public:
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RayCastingResult();
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bool hit;
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Color hit_color;
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Vector3 hit_location;
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};
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}
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}
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#endif // RAYCASTINGRESULT_H
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#include "GodRaysResult.h"
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#include "GodRaysResult.h"
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#include "System.h"
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#include "System.h"
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#include "Thread.h"
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#include "Thread.h"
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#include "RayCastingResult.h"
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SoftwareRenderer::SoftwareRenderer(Scenery* scenery):
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SoftwareRenderer::SoftwareRenderer(Scenery* scenery):
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scenery(scenery)
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scenery(scenery)
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@ -3,8 +3,6 @@
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#include "software_global.h"
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#include "software_global.h"
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#include "RayCastingManager.h"
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namespace paysages {
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namespace paysages {
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namespace software {
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namespace software {
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@ -6,6 +6,7 @@
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#include "TexturesRenderer.h"
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#include "TexturesRenderer.h"
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#include "LightComponent.h"
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#include "LightComponent.h"
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#include "TerrainRayWalker.h"
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#include "TerrainRayWalker.h"
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#include "RayCastingResult.h"
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TerrainRenderer::TerrainRenderer(SoftwareRenderer* parent):
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TerrainRenderer::TerrainRenderer(SoftwareRenderer* parent):
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parent(parent)
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parent(parent)
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@ -5,7 +5,7 @@
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#include "LightFilter.h"
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#include "LightFilter.h"
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#include "RayCastingManager.h"
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#include "Vector3.h"
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#include "Color.h"
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#include "Color.h"
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namespace paysages {
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namespace paysages {
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@ -9,6 +9,7 @@
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#include "SurfaceMaterial.h"
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#include "SurfaceMaterial.h"
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#include "NoiseFunctionSimplex.h"
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#include "NoiseFunctionSimplex.h"
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#include "FloatNode.h"
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#include "FloatNode.h"
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#include "RayCastingResult.h"
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WaterRenderer::WaterRenderer(SoftwareRenderer* parent):
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WaterRenderer::WaterRenderer(SoftwareRenderer* parent):
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parent(parent)
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parent(parent)
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@ -53,6 +53,7 @@ SOURCES += SoftwareRenderer.cpp \
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clouds/CloudModelCumuloNimbus.cpp \
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clouds/CloudModelCumuloNimbus.cpp \
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RenderProgress.cpp \
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RenderProgress.cpp \
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LightSource.cpp \
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LightSource.cpp \
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RayCastingResult.cpp \
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GodRaysSampler.cpp \
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GodRaysSampler.cpp \
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GodRaysResult.cpp
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GodRaysResult.cpp
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@ -97,6 +98,7 @@ HEADERS += SoftwareRenderer.h\
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clouds/CloudModelCumuloNimbus.h \
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clouds/CloudModelCumuloNimbus.h \
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RenderProgress.h \
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RenderProgress.h \
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LightSource.h \
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LightSource.h \
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RayCastingResult.h \
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GodRaysSampler.h \
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GodRaysSampler.h \
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GodRaysResult.h
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GodRaysResult.h
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@ -45,6 +45,9 @@ namespace software {
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class LightComponent;
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class LightComponent;
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class LightSource;
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class LightSource;
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class RayCastingManager;
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class RayCastingResult;
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class NightSky;
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class NightSky;
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class TerrainRayWalker;
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class TerrainRayWalker;
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