Fry3DX 0.4: an easy 3D modeller

Shapes with live settings, shape editing, knife and hole tools, drawing
shapes onto other objects, combining objects (add / subtract / overlap),
copies, thickness, painting with stickers and layers, a Layout tab, a
Print tab with checks, packed .fry files with autosave, export to GLB,
glTF, FBX, OBJ, 3MF, STL and PLY, folders in Layers, its own crash
screen, and a website for GitHub Pages in docs/.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
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Nexoniarz 2026-10-19 21:18:35 +02:00
commit f3e8eca87b
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#pragma once
// Clustered lighting: the view frustum is cut into a 3D grid (screen tiles × depth
// slices) and each cell lists the lights that can reach it, so a pixel only shades
// the few lights near it. Built on the CPU each frame; no GPU code here, so it is
// shared by every render backend and testable headless.
#include <glm/glm.hpp>
#include <cstdint>
#include <vector>
namespace keel {
struct DynamicLight {
glm::vec3 origin{0.0f};
float radius = 300.0f; // light reaches zero here
glm::vec3 color{1.0f}; // linear, already scaled by intensity
glm::vec3 direction{0, 0, -1}; // spot lights
float innerCone = 0.0f; // spot half-angles in degrees; outerCone 0 = point light
float outerCone = 0.0f;
bool shadows = false;
float size = 0.0f; // the light's own radius (a bulb, a lamp, a window): softer, wider highlights
bool reflector = false; // a flashlight's beam (spotShape in model.glsl): hot centre, a ring, a dim spill
bool spot() const { return outerCone > 0.0f; }
};
// Must match lights.glsl.
inline constexpr uint32_t kClusterX = 16, kClusterY = 9, kClusterZ = 24;
inline constexpr float kClusterNear = 8.0f, kClusterFar = 16384.0f;
struct ClusterView {
glm::vec3 origin, forward, right, up; // up is the screen's up (after roll)
float tanHalfY = 1.0f, aspect = 1.0f;
};
struct ClusterGrid {
std::vector<glm::uvec2> cells; // per cell: first index, light count; cell = (z * Y + y) * X + x
std::vector<uint32_t> indices; // light indices, grouped by cell
};
// Depth slice for a distance along the view direction.
uint32_t clusterSlice(float depth);
// Lights past maxIndices total cell entries are dropped (farthest cells last).
void buildClusters(const ClusterView& view, const std::vector<DynamicLight>& lights, size_t maxIndices, ClusterGrid& out);
} // namespace keel