Implement raytraced lightmap
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@@ -9,11 +9,12 @@
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#include "node_button.h"
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#include "shape.h"
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#include "image.h"
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#include "nanort.h"
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class NodePanelGrid : public Node
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{
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public:
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enum class ShadeMode : uint8_t { Transparent, Flat, Solid };
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enum class ShadeMode : uint8_t { Transparent, Flat, Solid, Textured };
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NodeSliderH* m_groud_opacity;
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NodeSliderH* m_groud_value;
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@@ -29,9 +30,14 @@ public:
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NodeSliderH* m_hm_lyaw;
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NodeSliderH* m_hm_lpitch;
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NodeButton* m_render;
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NodeButton* m_commit;
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HeightmapPlane m_hm_plane;
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Image m_hm_image;
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Texture2D m_texture;
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Sampler m_sampler_linear;
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std::string m_file_path;
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nanort::BVHAccel<float> m_rt_accel;
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bool m_rt_dirty = true;;
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ShadeMode m_shade_mode{ ShadeMode::Transparent };
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virtual Node* clone_instantiate() const override;
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@@ -41,4 +47,5 @@ public:
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float get_height() const;
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float get_offset() const;
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void draw_heightmap(const glm::mat4& proj, const glm::mat4& camera) const;
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void bake_uvs();
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};
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