Split improvemnts before tess shader
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@@ -58,8 +58,8 @@ void HydraPlanetQuadActor::CheckResolution(glm::dvec3 player_position)
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double distance_to_quad = glm::length(player_position - m_centre);
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// might need to bias this so it splits sooner and merges later
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if (distance_to_quad < m_quad_dimension)
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{
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if ((distance_to_quad < m_quad_dimension)&& (m_quad_dimension > 64))
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{
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should_split = true;
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}
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if(distance_to_quad > m_quad_dimension * 1.1f)
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@@ -111,6 +111,7 @@ HydraPlanetQuadActor::~HydraPlanetQuadActor()
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{
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GetEngine()->ActorManager()->DeleteActor(m_center_actor);
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}
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}
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void HydraPlanetQuadActor::_MergeQuads()
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@@ -129,8 +130,8 @@ glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::dmat4 tr
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fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_Ridged);
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fnl.SetSeed(341411);
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fnl.SetFrequency(0.00009);
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fnl.SetFractalOctaves(8);
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fnl.SetFractalOctaves(15);
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fnl.SetFractalLacunarity(2.1);
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float noise = fnl.GetNoise(vert.x, vert.y, vert.z);
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vert = glm::normalize(vert) * ((m_planet_diameter / 2.0) + (noise * 500.0f));
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@@ -154,7 +155,9 @@ glm::dvec3 HydraPlanetQuadActor::_ProjectCentre(glm::vec3 vert_in, glm::dmat4 tr
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fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_Ridged);
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fnl.SetSeed(341411);
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fnl.SetFrequency(0.00009);
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fnl.SetFractalOctaves(8);
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fnl.SetFractalOctaves(15);
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fnl.SetFractalLacunarity(2.1);
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float noise = fnl.GetNoise(vert.x, vert.y, vert.z);
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@@ -204,7 +207,7 @@ void HydraPlanetQuadActor::_CreateMesh()
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HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
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HydraID mesh_id = mesh_manager->CreateMesh();
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HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
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HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
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HydraPositionComponent pos_comp = GetEngine()->ECS()->GetComponent<HydraPositionComponent>(GetID());
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@@ -325,11 +328,12 @@ void HydraPlanetQuadActor::_CreateMesh()
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mesh_comp.mesh_state = HYDRA_STATE::Waiting;
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ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
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HydraRenderableComponent& render_comp = GetEngine()->ECS()->GetComponent<HydraRenderableComponent>(GetID());
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render_comp.active = true;
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}
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void HydraPlanetQuadActor::_CreateMaterial()
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{
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HydraEngine *engine = GetEngine();
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std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo_white.png");
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@@ -374,4 +378,5 @@ void HydraPlanetQuadActor::_CreateRenderableComponent()
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render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_SHADOW_CASTER, true);
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ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
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ecs->AddComponent<HydraShadowCasterComponent>(GetID(), shad_caster);
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render_comp.active = false;
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}
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