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Vulkan: scene rendering (D1–D7) on a scene walk shared with GL (N6a, N6b)
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@@ -350,7 +350,7 @@ glm::vec4 opengl46_local_shadows::weights() const
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return glm::vec4{static_cast<float>(CAB_SLOT), SHADOW_NEAR, 2.f / static_cast<float>(std::max(m_size, 1)), setup(m_level).radius};
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}
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void opengl46_local_shadows::update_lamps(std::vector<opengl46_local_lights::light> const &Lights, glm::dvec3 const &Camera, std::uint64_t const Version, unsigned int const Framestamp)
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void opengl46_local_shadows::update_lamps(std::vector<gfx::local_lights::light> const &Lights, glm::dvec3 const &Camera, std::uint64_t const Version, unsigned int const Framestamp)
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{
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m_frame = Framestamp;
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m_wanted.clear();
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@@ -368,7 +368,7 @@ void opengl46_local_shadows::update_lamps(std::vector<opengl46_local_lights::lig
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m_sceneryleft = setup(level).sceneryperframe;
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auto const reach{static_cast<double>(Global.gfx_lights_shadows_lamps_range)};
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// the lights come the most important first: the first ones within reach get the slots
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std::vector<opengl46_local_lights::light const *> picked;
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std::vector<gfx::local_lights::light const *> picked;
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for (auto const &light : Lights)
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{
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if (picked.size() >= m_slots.size())
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@@ -382,7 +382,7 @@ void opengl46_local_shadows::update_lamps(std::vector<opengl46_local_lights::lig
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picked.emplace_back(&light);
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}
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// lamps which already have a slot keep it
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std::vector<opengl46_local_lights::light const *> unplaced;
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std::vector<gfx::local_lights::light const *> unplaced;
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for (auto const *light : picked)
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{
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auto placed{false};
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@@ -520,7 +520,7 @@ void opengl46_local_shadows::lamps_timer_end()
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m_lampscputime = (m_lampscputime == 0.0 ? elapsed : m_lampscputime * 0.9 + elapsed * 0.1);
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}
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opengl46_local_shadows::lamp_slot const *opengl46_local_shadows::lamp(opengl46_local_lights::light const &Light, std::size_t &Slot) const
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opengl46_local_shadows::lamp_slot const *opengl46_local_shadows::lamp(gfx::local_lights::light const &Light, std::size_t &Slot) const
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{
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if (Light.owner == nullptr)
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{
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