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Razakhel / RaZ / 17345118961

30 Aug 2025 02:47PM UTC coverage: 74.197% (-0.1%) from 74.324%
17345118961

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Razakhel
[CI] Changed the used Ubuntu & macOS images

- Bumped Ubuntu to 24.04, making available GCC 13.3.0 (previously 11.4.4) & Clang 18.1.3 (previously 14.0.0)

- Forced macOS to 15, making available Apple Clang 17.0 (previously 15.0)

8319 of 11212 relevant lines covered (74.2%)

1740.9 hits per line

Source File
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93.48
/src/RaZ/Script/LuaRenderSystem.cpp
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#include "RaZ/Render/RenderSystem.hpp"
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#include "RaZ/Script/LuaWrapper.hpp"
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#include "RaZ/Utils/TypeUtils.hpp"
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#define SOL_ALL_SAFETIES_ON 1
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#include "sol/sol.hpp"
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namespace Raz {
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using namespace TypeUtils;
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void LuaWrapper::registerRenderSystemTypes() {
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  sol::state& state = getState();
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  {
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    sol::usertype<RenderSystem> renderSystem = state.new_usertype<RenderSystem>("RenderSystem",
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                                                                                sol::constructors<RenderSystem(),
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                                                                                                  RenderSystem(unsigned int, unsigned int)
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#if !defined(RAZ_NO_WINDOW)
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                                                                                                  ,
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                                                                                                  RenderSystem(unsigned int, unsigned int, const std::string&),
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                                                                                                  RenderSystem(unsigned int, unsigned int, const std::string&,
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                                                                                                               WindowSetting),
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                                                                                                  RenderSystem(unsigned int, unsigned int, const std::string&,
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                                                                                                               WindowSetting, uint8_t)
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#endif
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                                                                                                  >(),
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                                                                                sol::base_classes, sol::bases<System>());
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    renderSystem["getSceneWidth"]      = &RenderSystem::getSceneWidth;
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    renderSystem["getSceneHeight"]     = &RenderSystem::getSceneHeight;
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#if !defined(RAZ_NO_WINDOW)
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    renderSystem["hasWindow"]          = &RenderSystem::hasWindow;
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    renderSystem["getWindow"]          = PickNonConstOverload<>(&RenderSystem::getWindow);
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#endif
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    renderSystem["getGeometryPass"]    = PickNonConstOverload<>(&RenderSystem::getGeometryPass);
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    renderSystem["getRenderGraph"]     = PickNonConstOverload<>(&RenderSystem::getRenderGraph);
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    renderSystem["hasCubemap"]         = &RenderSystem::hasCubemap;
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    renderSystem["getCubemap"]         = [] (const RenderSystem& r) { return &r.getCubemap(); };
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    renderSystem["setCubemap"]         = [] (RenderSystem& r, Cubemap& c) { r.setCubemap(std::move(c)); };
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#if defined(RAZ_USE_XR)
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    renderSystem["enableXr"]           = [] (RenderSystem& r, XrSystem* x) { r.enableXr(*x); };
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#endif
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#if !defined(RAZ_NO_WINDOW)
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    renderSystem["createWindow"]       = sol::overload([] (RenderSystem& r, unsigned int w, unsigned int h) { r.createWindow(w, h); },
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                                                       [] (RenderSystem& r, unsigned int w, unsigned int h, const std::string& t) { r.createWindow(w, h, t); },
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                                                       [] (RenderSystem& r, unsigned int w, unsigned int h, const std::string& t,
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                                                           WindowSetting s) { r.createWindow(w, h, t, s); },
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                                                       PickOverload<unsigned int, unsigned int, const std::string&, WindowSetting,
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                                                                    uint8_t>(&RenderSystem::createWindow));
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#endif
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    renderSystem["resizeViewport"]     = &RenderSystem::resizeViewport;
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    renderSystem["updateLights"]       = &RenderSystem::updateLights;
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    renderSystem["updateShaders"]      = &RenderSystem::updateShaders;
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    renderSystem["updateMaterials"]    = sol::overload([] (const RenderSystem& r) { r.updateMaterials(); },
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                                                       [] (const RenderSystem& r, const MeshRenderer* m) { r.updateMaterials(*m); });
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    renderSystem["saveToImage"]        = sol::overload([] (const RenderSystem& r, const FilePath& p) { r.saveToImage(p); },
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                                                       [] (const RenderSystem& r, const FilePath& p, TextureFormat f) { r.saveToImage(p, f); },
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                                                       PickOverload<const FilePath&, TextureFormat, PixelDataType>(&RenderSystem::saveToImage));
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    renderSystem["removeCubemap"]      = &RenderSystem::removeCubemap;
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    state.new_enum<TextureFormat>("TextureFormat", {
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      { "RED",           TextureFormat::RED },
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      { "GREEN",         TextureFormat::GREEN },
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      { "BLUE",          TextureFormat::BLUE },
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      { "RG",            TextureFormat::RG },
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      { "RGB",           TextureFormat::RGB },
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      { "BGR",           TextureFormat::BGR },
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      { "RGBA",          TextureFormat::RGBA },
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      { "BGRA",          TextureFormat::BGRA },
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      { "SRGB",          TextureFormat::SRGB },
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      { "DEPTH",         TextureFormat::DEPTH },
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      { "STENCIL",       TextureFormat::STENCIL },
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      { "DEPTH_STENCIL", TextureFormat::DEPTH_STENCIL }
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    });
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    state.new_enum<PixelDataType>("PixelDataType", {
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      { "UBYTE", PixelDataType::UBYTE },
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      { "FLOAT", PixelDataType::FLOAT }
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    });
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  }
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}
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} // namespace Raz
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