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AnimModel.cpp reaches cParser through the simulation core, not a direct import, so the previous pass missed it; the propagation now follows the whole import closure. Train.cpp, drivermode.cpp and Globals.cpp call Console:: inside _WIN32 guards without importing eu07.console - invisible on Linux, where those blocks are skipped.
66 lines
1.8 KiB
C++
66 lines
1.8 KiB
C++
module;
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#include <array>
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#include <chrono>
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#include <cstddef>
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#include <deque>
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#include <limits>
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#include <mutex>
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#include <ostream>
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#include <sstream>
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#include <string>
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#include <type_traits>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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export module eu07.rendering.lightarray;
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import eu07.simcore;
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import eu07.glm;
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import eu07.utilities.classes;
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export {
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#pragma once
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// collection of virtual light sources present in the scene
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// used by the renderer to determine most suitable placement for actual light sources during render
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struct light_array {
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public:
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// types
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struct light_record {
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light_record( TDynamicObject const *Owner, int const Lightindex) :
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owner(Owner), index(Lightindex)
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{};
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TDynamicObject const *owner; // the object in world which 'carries' the light
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int index{ -1 }; // 0: front lights, 1: rear lights
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glm::dvec3 position; // position of the light in 3d scene
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glm::vec3 direction; // direction of the light in 3d scene
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glm::vec3 color{ 255.0f / 255.0f, 241.0f / 255.0f, 224.0f / 255.0f }; // color of the light, default is halogen light
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float intensity{ 0.0f }; // (combined) intensity of the light(s)
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int count{ 0 }; // number (or pattern) of active light(s)
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glm::vec3 state{ 0.f }; // state of individual lights
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};
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// methods
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// adds records for lights of specified owner to the collection
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void
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insert( TDynamicObject const *Owner );
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// removes records for lights of specified owner from the collection
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void
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remove( TDynamicObject const *Owner );
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// updates records in the collection
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void
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update();
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// types
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typedef std::vector<light_record> lightrecord_array;
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// members
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lightrecord_array data;
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};
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} // export
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