that segfaulted
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@@ -42,7 +42,7 @@ InfernoApp* inferno_create()
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basicMaterial->setGlShader(basicShader);
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scene::Mesh* mesh = new scene::Mesh;
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mesh->loadOBJ("res/cornell-box.obj");
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mesh->loadOBJ("res/lucy.obj");
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mesh->ready();
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mesh->setMaterial(basicMaterial);
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@@ -178,6 +178,26 @@ int inferno_run(InfernoApp* app)
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ImGui::EndMenuBar();
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}
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if (showRenderSettings && ImGui::Begin("Inferno HART")) {
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if (ImGui::TreeNode("Camera")) {
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graphics::Camera* camera = scene::scene_get_camera(app->Scene);
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graphics::camera_draw_ui(camera);
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Preview Render")) {
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ImGui::Checkbox("Show Preview", &showPreview);
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graphics::preview_draw_ui(app->PreviewRenderer);
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("RayTraced Render")) {
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ImGui::Text("Lol");
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graphics::rayr_draw_ui(app->RayRenderer);
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ImGui::TreePop();
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}
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ImGui::End();
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}
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if (showPreview && ImGui::Begin("Preview", nullptr, ImGuiWindowFlags_NoScrollbar)) {
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if (ImGui::IsWindowHovered()) {
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inferno_move_input(app);
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@@ -200,27 +220,8 @@ int inferno_run(InfernoApp* app)
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ImGui::End();
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}
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if (showRenderSettings && ImGui::Begin("Inferno HART")) {
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if (ImGui::TreeNode("Camera")) {
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graphics::Camera* camera = scene::scene_get_camera(app->Scene);
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graphics::camera_draw_ui(camera);
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Preview Render")) {
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ImGui::Checkbox("Show Preview", &showPreview);
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("RayTraced Render")) {
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ImGui::Text("Lol");
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graphics::rayr_draw_ui(app->RayRenderer);
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ImGui::TreePop();
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}
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ImGui::End();
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}
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if (ImGui::Begin("Render")) {
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graphics::rayr_draw(app->RayRenderer);
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ImGui::End();
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}
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@@ -97,28 +97,20 @@ void rayr_prepare(RayRenderer*& renderer)
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}
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}
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// void rayr_draw(RayRenderer*& renderer)
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// {
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// scene::scene_frame_tick(renderer->Scene);
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// // TODO: Rays should definately be bump allocated if possible, this is KBs of
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// // ray data and nothing else being reallocated every frame for no reason
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// // ReferencedRayField startRays = mRaySource->getInitialRays(true);
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//
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// for (int x = 0; x < mRenderTargetSize.x; x++)
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// for (int y = 0; y < mRenderTargetSize.y; y++) {
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// mTarget[y * mRenderTargetSize.x + x] = { 0.1f, 0.1f, 0.1f, 1.0f };
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// }
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// mCurrentRefTable = &startRays.Reference;
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//
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// // before we start we now want to check that it hasn't been force-stopped
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// mIface->startTrace(startRays.Field);
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//
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// yolo::info("Sample complete");
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//
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// for (auto* ray : startRays.Field) {
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// delete ray;
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// }
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// }
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void rayr_draw(RayRenderer* renderer)
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{
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scene::scene_frame_tick(renderer->Scene);
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// TODO: Rays should definately be bump allocated if possible, this is KBs of
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// ray data and nothing else being reallocated every frame for no reason
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// ReferencedRayField startRays = mRaySource->getInitialRays(true);
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for (int x = 0; x < renderer->Viewport->x; x++)
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for (int y = 0; y < renderer->Viewport->y; y++)
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renderer->RenderData[y * renderer->Viewport->x + x] = { 0.1f, 0.1f, 0.1f, 1.0f };
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// before we start we now want to check that it hasn't been force-stopped
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yolo::info("Sample complete");
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}
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//
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// void RayRenderer::computeHit(HitInfo* info)
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// {
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@@ -42,7 +42,7 @@ void rayr_set_viewport(RayRenderer* renderer, glm::ivec2 size);
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GLuint rayr_get_rendered_texture(RayRenderer* renderer);
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glm::fvec4* rayr_get_render_data(RayRenderer* renderer);
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void rayr_draw(RayRenderer* renderer, scene::Scene* scene);
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void rayr_draw(RayRenderer* renderer);
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void raryr_compute_hit(HitInfo* info);
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