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Vulkan ray tracing: shade the heightmap terrain from its layers; longer default SSR range
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@@ -43,6 +43,12 @@ struct ray_draw
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glm::vec3 colour{1.f}; // the diffuse colour of the material, linear
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float cutoff{0.f}; // the alpha test of the texture, 0: none
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float glow{0.f}; // the light of its own
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// a chunk of the heightmap terrain: its weights (two maps of four layers), its table of the layers (the ids of the images) and
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// the texture array of the diffuse maps of the layers, shared by the chunks; placement: param[2] of its material
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std::uint64_t terrain_weights[2]{0, 0};
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std::uint64_t terrain_table{0};
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std::uint64_t terrain_layers{0};
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glm::vec4 placement{0.f};
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};
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class ray_tracing
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@@ -122,6 +128,7 @@ class ray_tracing
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std::weak_ptr<image> source; // a view made after this one is gone can get its handle
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};
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std::vector<written_texture> written_textures;
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written_texture written_terrain;
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};
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// a buffer of the frame at least Size bytes, grown when it isn't (the old one stays when the new one can't be made)
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