library: render: add LightAggregate implementation
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src/render/light_aggregate.rs
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60
src/render/light_aggregate.rs
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use crate::light;
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#[derive(Debug, PartialEq)]
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pub struct LightAggregate {
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ambient_lights: Vec<light::AmbientLight>,
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directional_lights: Vec<light::DirectionalLight>,
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point_lights: Vec<light::PointLight>,
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spot_lights: Vec<light::SpotLight>,
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}
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impl LightAggregate {
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pub fn empty() -> Self {
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LightAggregate::new(vec![], vec![], vec![], vec![])
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}
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pub fn new(
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ambient_lights: Vec<light::AmbientLight>,
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directional_lights: Vec<light::DirectionalLight>,
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point_lights: Vec<light::PointLight>,
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spot_lights: Vec<light::SpotLight>,
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) -> Self {
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LightAggregate {
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ambient_lights,
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directional_lights,
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point_lights,
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spot_lights,
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}
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}
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}
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impl Default for LightAggregate {
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fn default() -> Self {
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LightAggregate::empty()
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}
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}
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#[cfg(test)]
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mod test {
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use super::*;
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#[test]
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fn empty_works() {
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let lights = LightAggregate::empty();
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assert_eq!(
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lights,
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LightAggregate {
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ambient_lights: vec![],
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directional_lights: vec![],
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point_lights: vec![],
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spot_lights: vec![],
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}
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)
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}
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#[test]
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fn default_is_empty() {
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let lights = <LightAggregate as Default>::default();
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assert_eq!(lights, LightAggregate::empty())
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}
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}
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@ -1,2 +1,5 @@
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pub mod light_aggregate;
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pub use light_aggregate::*;
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pub mod object;
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pub mod object;
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pub use object::*;
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pub use object::*;
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