setting it up for macos
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Vendored
+20
@@ -0,0 +1,20 @@
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{
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// Use IntelliSense to learn about possible attributes.
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"name": "(lldb) Launch",
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"type": "cppdbg",
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"request": "launch",
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"program": "${workspaceFolder}/bin/RayTracer",
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"args": [],
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"stopAtEntry": false,
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"cwd": "${workspaceFolder}/bin/",
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"environment": [],
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"externalConsole": false,
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"MIMode": "lldb"
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}
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]
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}
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Vendored
+3
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{
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"cmake.buildDirectory": "${workspaceFolder}/bin/"
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}
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@@ -21,7 +21,11 @@ add_executable(RayTracer "")
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target_include_directories(RayTracer PUBLIC src/)
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target_link_libraries(RayTracer PUBLIC assimp::assimp)
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target_link_libraries(RayTracer PUBLIC glfw)
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if(APPLE)
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target_link_libraries(RayTracer PUBLIC GLEW::GLEW)
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else()
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target_link_libraries(RayTracer PUBLIC GLEW::glew)
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endif()
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target_link_libraries(RayTracer PUBLIC glm::glm)
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target_link_libraries(RayTracer PUBLIC KTX::ktx)
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+1
-1
@@ -5,7 +5,7 @@
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int main()
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{
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BVH bvh;
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bvh.addModels(ModelLoader::loadModel("../../cube.fbx"), glm::mat4());
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bvh.addModels(ModelLoader::loadModel("../cube.fbx"), glm::mat4());
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bvh.generate();
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Window w(1920, 1080);
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std::vector<uint32_t> texture(1920 * 1080);
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+1
-1
@@ -1,7 +1,7 @@
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#pragma once
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#include <array>
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#include <glm/glm.hpp>
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#include <utility>
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#include <algorithm>
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struct AABB
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{
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@@ -9,11 +9,12 @@ Window::Window(int width, int height) : width(width), height(height)
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glewExperimental = true;
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assert(glfwInit());
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
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window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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assert(!glewInit());
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std::cout << glewInit() <<std::endl;
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std::cout <<glewGetErrorString(1) <<std::endl;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenTextures(1, &texture);
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