ADD: Ray tracing shadow with Clipmap shadow blending
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@@ -29,6 +29,16 @@ struct FrameResources;
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struct SDL_Window;
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class AssetManager;
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class RenderGraph;
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class RayTracingManager;
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struct ShadowSettings
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{
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// 0 = Clipmap only, 1 = Clipmap + RT assist, 2 = RT only
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uint32_t mode = 0;
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bool hybridRayQueryEnabled = false; // derived convenience: (mode != 0)
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uint32_t hybridRayCascadesMask = 0b1110; // bit i => cascade i uses ray query assist (default: 1..3)
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float hybridRayNoLThreshold = 0.25f; // trigger when N·L below this (mode==1)
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};
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class EngineContext
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{
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@@ -60,6 +70,12 @@ public:
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// Assets
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AssetManager* assets = nullptr; // non-owning pointer to central AssetManager
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// Runtime settings visible to passes/shaders
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ShadowSettings shadowSettings{};
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// Ray tracing manager (optional, nullptr if unsupported)
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RayTracingManager* ray = nullptr;
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// Accessors
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DeviceManager *getDevice() const { return device.get(); }
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ResourceManager *getResources() const { return resources.get(); }
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