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https://github.com/MaSzyna-EU07/maszyna.git
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Take the ambient occlusion into the lighting and add a probe of the cab
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93
rendering/vulkan14/vulkan14cabprobe.h
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93
rendering/vulkan14/vulkan14cabprobe.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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// the probe of the occupied cab in the vulkan renderer (the stage A4 of the plan, opengl46_cab_probe): the maps of gfx::cab_probe,
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// which tells when they're drawn and what the shading reads. the six faces are drawn at once by multiview (cabprobe.vert reads the
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// face from gl_ViewIndex) instead of the geometry shader of the opengl renderer; the renderer draws to the target the class keeps
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// (target()), makes the mipmaps and the spherical harmonics (vulkan14cabprobe.cpp)
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#pragma once
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#include "rendering/common/cabprobe.h"
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#include "rendering/vulkan14/vulkan14memory.h"
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#include <memory>
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namespace vk14
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{
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class cab_probe_maps : public gfx::cab_probe
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{
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public:
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// what the drawing draws to: the views of the six layers of the first level of the maps and of the depth
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struct draw_target
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{
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image *light{nullptr};
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image *albedo{nullptr};
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image *depth{nullptr};
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VkImageView light_view{VK_NULL_HANDLE};
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VkImageView albedo_view{VK_NULL_HANDLE};
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std::uint32_t size{0};
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};
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cab_probe_maps() = default;
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~cab_probe_maps() override;
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// Device, Memory, Deletions: what the maps are made and let go with; called once
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void init(VkDevice Device, allocator &Memory, deletion_queue &Deletions);
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// the maps go (the device is about to)
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void destroy();
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// the value of the timeline the gpu reaches when it's done with the frame being recorded, before the drawing
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void begin_frame(std::uint64_t const Value)
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{
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m_value = Value;
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}
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draw_target const &target() const
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{
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return m_target;
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}
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// the maps, once drawn (in the layout the shading reads them in), for the pass sets; null: the stand-in is read
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image *light_map() const
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{
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return m_drawn ? m_light.get() : nullptr;
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}
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image *albedo_map() const
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{
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return m_drawn ? m_albedo.get() : nullptr;
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}
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// the maps were drawn and are in the layout the shading reads them in
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void drawn()
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{
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m_drawn = true;
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}
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protected:
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bool gpu_allocate(int const Size) override;
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void gpu_release() override;
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// the drawing is recorded by the renderer
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void gpu_begin() override {}
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void gpu_end() override {}
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private:
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void let_go();
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VkDevice m_device{VK_NULL_HANDLE};
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allocator *m_memory{nullptr};
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deletion_queue *m_deletions{nullptr};
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std::uint64_t m_value{0};
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std::shared_ptr<image> m_light;
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std::shared_ptr<image> m_albedo;
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std::shared_ptr<image> m_depth;
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VkImageView m_lightview{VK_NULL_HANDLE};
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VkImageView m_albedoview{VK_NULL_HANDLE};
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draw_target m_target;
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bool m_drawn{false};
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};
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} // namespace vk14
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