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Cast shadows of the cab lamp from the cab in the GL 4.6 renderer
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@@ -36,6 +36,7 @@ http://mozilla.org/MPL/2.0/.
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#include "rendering/opengl46/opengl46exposure.h"
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#include "rendering/opengl46/opengl46ao.h"
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#include "rendering/opengl46/opengl46locallights.h"
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#include "rendering/opengl46/opengl46localshadows.h"
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#include "rendering/opengl46/opengl46instancecull.h"
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// bare-bones render controller, in lack of anything better yet
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@@ -300,6 +301,8 @@ class opengl46_renderer : public gfx_renderer {
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void Render_pass(viewport_config &vp, rendermode const Mode);
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// creates dynamic environment cubemap
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bool Render_reflections(viewport_config &vp);
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// draws the cube shadow maps of the lamps which need it in this frame (the cab lamp: the cab)
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void Render_local_shadows();
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bool Render(world_environment *Environment);
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void Render(scene::basic_region *Region);
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void Render(section_sequence::iterator First, section_sequence::iterator Last);
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@@ -507,6 +510,10 @@ class opengl46_renderer : public gfx_renderer {
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opengl46_local_lights m_locallights;
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// the last Update_Lights() placed the cab lamp in the light buffer: the cab is lit by it, not by an addition to the ambient light
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bool m_cablamplit = false;
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// cube shadow maps of the lamps
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opengl46_local_shadows m_localshadows;
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// the shadow pass draws to a cube shadow map, with the programs of m_localshadows
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bool m_cubeshadows = false;
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double m_precipitationrotation;
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