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Lay the light cluster tiles over the window when the post processing is skippe; Bind the light cluster buffers when a viewport is created

This commit is contained in:
2026-10-15 20:26:23 +02:00
parent 624c7f4f0b
commit 2e02cf8137
3 changed files with 14 additions and 6 deletions

View File

@@ -345,8 +345,9 @@ class opengl46_renderer : public gfx_renderer {
// unless Headlights is false, as in the pass which draws the environment map, where lights of vehicles would only get baked into the map.
// Clustered tells the shading to take the headlights from the lists of the clusters (see Cull_Lights()) and not to go through the first few
void Update_Lights(light_array &Lights, bool const Headlights = true, bool const Clustered = false);
// brings the light cluster grid of the viewport up to date with the projection of the color pass being drawn
void Update_Clusters(viewport_config &vp);
// brings the light cluster grid of the viewport up to date with the projection of the color pass being drawn.
// Targetsize is the size in pixels of what the pass draws to, which gl_FragCoord of the shading counts in
void Update_Clusters(viewport_config &vp, glm::ivec2 const &Targetsize);
// assigns the lights set up by Update_Lights() to the clusters of the viewport; run after it, before the scene is drawn
void Cull_Lights(viewport_config &vp);
// debug view: tints the finished image of the viewport with the cluster of every pixel. Target is the framebuffer