AeThex-Engine-Core/engine/thirdparty/embree/kernels/common/builder.h
MrPiglr 9dddce666d
🚀 AeThex Engine v1.0 - Complete Fork
- 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!
2026-02-23 05:01:56 +00:00

60 lines
1.8 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "default.h"
#include "accel.h"
namespace embree
{
#define MODE_HIGH_QUALITY (1<<8)
/*! virtual interface for all hierarchy builders */
class Builder : public RefCount {
public:
static const size_t DEFAULT_SINGLE_THREAD_THRESHOLD = 1024;
/*! initiates the hierarchy builder */
virtual void build() = 0;
/*! notifies the builder about the deletion of some geometry */
virtual void deleteGeometry(size_t geomID) {};
/*! clears internal builder state */
virtual void clear() = 0;
};
/*! virtual interface for progress monitor class */
struct BuildProgressMonitor {
virtual void operator() (size_t dn) const = 0;
};
/*! build the progress monitor interface from a closure */
template<typename Closure>
struct ProgressMonitorClosure : BuildProgressMonitor
{
public:
ProgressMonitorClosure (const Closure& closure) : closure(closure) {}
void operator() (size_t dn) const { closure(dn); }
private:
const Closure closure;
};
template<typename Closure> __forceinline const ProgressMonitorClosure<Closure> BuildProgressMonitorFromClosure(const Closure& closure) {
return ProgressMonitorClosure<Closure>(closure);
}
struct LineSegments;
struct TriangleMesh;
struct QuadMesh;
struct UserGeometry;
class Scene;
typedef void (*createLineSegmentsAccelTy)(Scene* scene, LineSegments* mesh, AccelData*& accel, Builder*& builder);
typedef void (*createTriangleMeshAccelTy)(Scene* scene, unsigned int geomID, AccelData*& accel, Builder*& builder);
typedef void (*createQuadMeshAccelTy)(Scene* scene, unsigned int geomID, AccelData*& accel, Builder*& builder);
typedef void (*createUserGeometryAccelTy)(Scene* scene, unsigned int geomID, AccelData*& accel, Builder*& builder);
}