Add Lua dependencies.
Lua is going to be used for both scene description (it will also provide a YAML importer) and some future expansion in the code. Expect some fun surprises! (just playing with lua on the main app for now)
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@@ -20,10 +20,10 @@ target_link_libraries(rayonnement LodePNG)
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if (USE_OPENMP)
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target_link_libraries(rayonnement OpenMP::OpenMP_CXX)
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endif()
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# Second we build the main executable
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add_executable(dorayme main.cpp)
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target_include_directories(rayonnement PUBLIC include ${LODEPNG_INCLUDE_FOLDER})
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target_link_libraries(dorayme rayonnement)
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target_include_directories(rayonnement PUBLIC include ${LODEPNG_INCLUDE_FOLDER} ${LUA_INCLUDE_DIR})
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target_link_libraries(dorayme rayonnement ${LUA_LIBRARIES})
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if (COVERALLS)
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set(COVERAGE_SRCS ${RAY_HEADERS} ${RAY_SOURCES} ${COVERAGE_SRCS} PARENT_SCOPE)
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@@ -8,10 +8,44 @@
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*
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*/
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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extern "C" {
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#include <lua.h>
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#include <lauxlib.h>
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#include <lualib.h>
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}
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static int l_sin (lua_State *L) {
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double d = luaL_checknumber(L, 1); /* get argument */
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lua_pushnumber(L, sin(d)); /* push result */
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return 1; /* number of results */
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}
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int main(int argc, char *argv[])
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{
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printf("Hello !\n");
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char buff[256];
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int error;
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lua_State *L = luaL_newstate(); /* opens Lua */
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luaL_openlibs(L); /* opens the basic library */
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lua_pushcfunction(L, l_sin);
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lua_setglobal(L, "mysin");
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printf("[0]>");
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while (fgets(buff, sizeof(buff), stdin) != NULL)
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{
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error = luaL_loadstring(L, buff) || lua_pcall(L, 0, LUA_MULTRET, 0);
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if (error)
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{
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fprintf(stderr, "%s\n", lua_tostring(L, -1));
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lua_pop(L, 1); /* pop error message from the stack */
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}
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printf("[%d]>", lua_gettop(L));
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}
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lua_close(L);
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return 0;
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}
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