- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
37 lines
2 KiB
C++
37 lines
2 KiB
C++
// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "../common/scene.h"
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#include "priminfo.h"
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#include "priminfo_mb.h"
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#include "bvh_builder_morton.h"
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namespace embree
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{
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namespace isa
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{
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PrimInfo createPrimRefArray(Geometry* geometry, unsigned int geomID, size_t numPrimitives, mvector<PrimRef>& prims, BuildProgressMonitor& progressMonitor);
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PrimInfo createPrimRefArray(Scene* scene, Geometry::GTypeMask types, bool mblur, size_t numPrimitives, mvector<PrimRef>& prims, BuildProgressMonitor& progressMonitor);
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PrimInfo createPrimRefArray(Scene* scene, Geometry::GTypeMask types, bool mblur, size_t numPrimitives, mvector<PrimRef>& prims, mvector<SubGridBuildData>& sgrids, BuildProgressMonitor& progressMonitor);
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PrimInfo createPrimRefArrayMBlur(Scene* scene, Geometry::GTypeMask types, size_t numPrimitives, mvector<PrimRef>& prims, BuildProgressMonitor& progressMonitor, size_t itime = 0);
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PrimInfoMB createPrimRefArrayMSMBlur(Scene* scene, Geometry::GTypeMask types, size_t numPrimitives, mvector<PrimRefMB>& prims, BuildProgressMonitor& progressMonitor, BBox1f t0t1 = BBox1f(0.0f,1.0f));
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PrimInfoMB createPrimRefArrayMSMBlur(Scene* scene, Geometry::GTypeMask types, size_t numPrimitives, mvector<PrimRefMB>& prims, mvector<SubGridBuildData>& sgrids, BuildProgressMonitor& progressMonitor, BBox1f t0t1 = BBox1f(0.0f,1.0f));
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template<typename Mesh>
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size_t createMortonCodeArray(Mesh* mesh, mvector<BVHBuilderMorton::BuildPrim>& morton, BuildProgressMonitor& progressMonitor);
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/* special variants for grids */
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PrimInfo createPrimRefArrayGrids(Scene* scene, mvector<PrimRef>& prims, mvector<SubGridBuildData>& sgrids); // FIXME: remove
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PrimInfo createPrimRefArrayGrids(GridMesh* mesh, mvector<PrimRef>& prims, mvector<SubGridBuildData>& sgrids);
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PrimInfoMB createPrimRefArrayMSMBlurGrid(Scene* scene, mvector<PrimRefMB>& prims, mvector<SubGridBuildData>& sgrids, BuildProgressMonitor& progressMonitor, BBox1f t0t1 = BBox1f(0.0f,1.0f));
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}
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}
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