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Levels changed at fixed distances - 512 m, 1 km, 2 km and on - whatever the window, the field of view or the zoom. Now a level is used out to the distance where one of its sample spacings covers terraindetail pixels on screen, 3 by default, which follows from the viewport height and the vertical field of view with the zoom applied; each level doubles the spacing, so each doubles the distance. Zooming in or a taller window pushes detail further, a coarser setting pulls it in. The finest range never drops below four tile sides, which the morphing needs to close the seams. Levels and morphing both follow the finest range the last scan used, so they always agree, and a change of more than a percent - a zoom, a resize - triggers a rescan. tools/terraincook/seamcheck.py now also tries finest ranges of 5.7 and 11.3 tiles, and finds no gap in any of them. terraindetail is in the ini and on a slider in the debug panel; the panel's level table and the residency line in the log show the resulting ranges. On baltyk the current window works out to 484 m, so the 512 m minimum applies and nothing changes by default; a scenery setting terraindetail 1 got 1349 m, and the samples on the gpu went from 3 MB to 10 MB with it.
189 lines
8.4 KiB
C++
189 lines
8.4 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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module;
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#include <array>
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#include <cstdint>
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#include <memory>
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#include <optional>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "global_include/interfaces/ITexture_macros.h"
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#include "scene/heightfieldreader.h"
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export module eu07.rendering.terrainclipmap;
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import eu07.gl.shader;
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import eu07.gl.buffer;
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import eu07.gl.vao;
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import eu07.glm;
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import eu07.rendering.terraintileloader;
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import eu07.rendering.terrainstatus;
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import eu07.model.material;
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import eu07.global_include.interfaces.itexture;
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export {
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// Draws the cooked terrain heightfield.
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//
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// Not a toroidal clipmap, despite what the plan called it. The measurements say the
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// terrain is a ribbon: 390 km2 of surface inside a 51 x 46 km rectangle, twelve percent
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// of the tile bounding box occupied. Clipmap rings sized for that rectangle would be
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// mostly empty, so this draws the cooked tiles themselves, each at the mip level its
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// distance earns. The tiles were laid out for exactly this - sorted by morton code, one
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// shared sample of overlap so neighbouring levels meet without skirts.
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//
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// The class owns its gl resources and the file handle, and knows nothing about the
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// scenery, the camera class or the rest of the renderer: it is given a viewpoint and a
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// pair of matrices, and draws.
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class terrain_clipmap {
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public:
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terrain_clipmap() = default;
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~terrain_clipmap();
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terrain_clipmap( terrain_clipmap const & ) = delete;
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terrain_clipmap &operator=( terrain_clipmap const & ) = delete;
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// opens a cooked heightfield and builds the gl resources. returns false when the
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// file cannot be read, leaving the object unusable but safe to destroy
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bool open( std::string const &Path );
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bool ready() const { return m_ready; }
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void close();
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// asks for the tiles around the viewpoint, uploads a bounded number of those that have
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// arrived, and retires the ones that left range. safe to call every frame: the reading
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// and decoding happen on the loader's thread, and a tile waiting for a finer level keeps
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// being drawn at the level it has
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void update( glm::dvec3 const &Viewpoint );
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// draws the resident tiles. the caller is expected to have the scene and model
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// uniform blocks already set for a camera-relative pass, the way the rest of the
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// renderer does: tile positions reach the shader relative to the viewpoint, so
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// nothing here needs a matrix of its own
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void render( glm::dvec3 const &Viewpoint );
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// how far from the viewpoint terrain is drawn, in metres
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void range( float const Range ) { m_range = Range; }
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float range() const { return m_range; }
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// what the screen can resolve: the viewport's pixels per unit of size over distance, and
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// how many pixels a sample spacing may cover. decides how far each level reaches
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void detail( double const Pixelsperunit, double const Pixels );
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// the finest level's range the tiles in range were last worked out with
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float finest() const { return static_cast<float>( m_finest ); }
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// metres between samples at the finest level; a scenery's fields are drawn from the
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// finest to the coarsest so that the depth test keeps the better surface
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float gridstep() const { return m_reader.gridstep(); }
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// sinks this field by the given amount, so a coarse field cannot win fragments from
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// a finer one describing the same ground
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void depthbias( float const Metres ) { m_depthbias = Metres; }
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terrain_statistics const &stats() const { return m_stats; }
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std::string const &path() const { return m_path; }
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float tilesize() const { return static_cast<float>( m_reader.tilesize() ); }
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std::uint32_t levels() const { return m_reader.levels(); }
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std::size_t backlog() const { return m_loader.backlog(); }
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private:
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// one tile resident on the gpu. heights are unsigned so that the no-data value stays
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// exactly what the cooker wrote instead of being normalised into a float
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struct resident_tile {
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std::int32_t x { 0 }, z { 0 };
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std::uint32_t level { 0 }; // mip level currently uploaded
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std::uint32_t side { 0 }; // samples per side at that level
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std::uint32_t heighttexture { 0 };
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std::uint32_t materialtexture { 0 };
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float minheight { 0.f }, maxheight { 0.f };
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std::uint64_t lastused { 0 };
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// materials appearing in this tile. a tile is drawn once per entry, since each
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// needs its own texture bound, and most tiles carry only one or two
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std::vector<std::uint8_t> materials;
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};
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// mip level a tile at the given distance is drawn at
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std::uint32_t level_for( double const Distance ) const;
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// works out which tiles are in range and at what level, and tells the loader what is
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// missing. the answer only changes once the camera has moved a fair part of a tile
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void scan( glm::dvec3 const &Viewpoint );
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// puts a tile the loader has read on the gpu, replacing whatever level it had before
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void upload( terrain_tile_loader::payload const &Tile );
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void retire( resident_tile &Tile );
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void build_indices();
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void build_palette();
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// resolves the cooked material names to the engine's materials, once
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void resolve_materials();
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void resolve_uniforms();
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void report_residency();
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static std::int64_t key( std::int32_t const X, std::int32_t const Z ) { return heightfield::tile_key( X, Z ); }
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// for the file's layout only: tile coordinates, levels, materials. tiles themselves are
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// read by the loader, on its own handle
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heightfield::reader m_reader;
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terrain_tile_loader m_loader;
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std::vector<terrain_tile_loader::request> m_wanted;
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std::vector<terrain_tile_loader::payload> m_arrived;
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// one tile within range, and the level its distance earns
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struct in_range {
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std::int64_t key;
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std::uint32_t level;
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};
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// what the last scan found in range, and the level wanted for each tile, to tell a useful
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// arrival from one the camera has already moved past
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std::vector<in_range> m_inrange;
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std::unordered_map<std::int64_t, std::uint32_t> m_wantedlevel;
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glm::dvec3 m_scanpoint { 0.0 };
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float m_scanrange { -1.f };
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// the finest level's range the screen asks for, and the one the last scan used. levels and
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// morphing both follow the scanned one, so they always agree
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double m_finestwanted { 0.0 };
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double m_finest { 0.0 };
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std::unordered_map<std::int64_t, resident_tile> m_tiles;
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// one index buffer per mip level, over a grid of that level's sample count. vertices
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// are computed in the shader from gl_VertexID, so there is no vertex buffer at all.
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// held by pointer because a gl::buffer owns a name it cannot hand to a copy
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std::vector<std::unique_ptr<gl::buffer>> m_indices;
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std::vector<std::uint32_t> m_indexcounts;
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std::optional<gl::vao> m_vao;
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std::optional<gl::program> m_shader;
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// resolved once at link time; -1 for a uniform the compiler dropped, which gl ignores
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struct uniform_locations {
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int tileorigin { -1 }, samplestep { -1 };
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int heightbias { -1 }, heightscale { -1 }, nodata { -1 }, side { -1 }, morph { -1 };
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int heights { -1 }, materials { -1 }, palette { -1 };
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int groundtexture { -1 }, groundscale { -1 }, drawnmaterial { -1 }, tileworld { -1 };
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int hastexture { -1 }, fallback { -1 };
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} m_uniforms;
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std::vector<glm::vec3> m_palette;
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// one entry per cooked material: the engine texture to bind and how much ground one
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// repeat of it covers
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struct material_binding {
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texture_handle texture { null_handle };
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float scale { 4.f };
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};
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std::vector<material_binding> m_materials;
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terrain_statistics m_stats;
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std::uint64_t m_frame { 0 };
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std::size_t m_reportedresidency { 0 };
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bool m_reported { false };
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float m_range { 6000.f };
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float m_depthbias { 0.f };
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// tiles allowed to stay resident; at 129 samples a tile costs about 50 kB of texture
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std::size_t m_budget { 2048 };
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// tiles put on the gpu per frame. a tile is about 50 kB of texture, so this is not about
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// the upload itself but about never spending a frame on terrain the camera will reach
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// later anyway
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std::size_t m_uploadsperframe { 32 };
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bool m_ready { false };
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std::string m_path;
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};
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} // export
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