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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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@@ -28,6 +28,7 @@ http://mozilla.org/MPL/2.0/.
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#include "rendering/vulkan14/vulkan14compute.h"
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#include "rendering/vulkan14/vulkan14cull.h"
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#include "rendering/vulkan14/vulkan14shadows.h"
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#include "rendering/vulkan14/vulkan14cabprobe.h"
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#include "rendering/vulkan14/vulkan14terrain.h"
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#include "rendering/vulkan14/vulkan14grass.h"
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#include "rendering/vulkan14/vulkan14particles.h"
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@@ -390,6 +391,14 @@ struct scene_state
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local_shadow_maps lamps;
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std::shared_ptr<scene_program> cube_shadow, cube_alpha_shadow;
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target_formats cube_formats;
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// the probe of the occupied cab (the stage A4): its maps, the programs and the targets drawing it, the kernel of the spherical
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// harmonics of the light it reflects and their storage (CAB_PROBE_SSBO), and the stand-in of its maps
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cab_probe_maps cabprobe;
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std::shared_ptr<scene_program> cabprobe_program, cabprobe_alpha_program;
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target_formats cabprobe_formats;
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compute_kernel cabprobe_sh;
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buffer cabprobe_bounce;
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std::shared_ptr<image> cabprobe_empty;
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// the materials of the heightmap terrain (the stage P6), made with the bank of the textures
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std::unique_ptr<terrain_materials> terrain;
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// the grass of the heightmap terrain, and its program, made when it's first drawn
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@@ -643,6 +652,8 @@ struct vulkan14_renderer::draw_state
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// don't draw is left out (depthskip, set by walk_material())
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bool depthpass{false};
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bool depthskip{true};
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// the probe of the cab (the stage A4): the walk draws with the programs of the probe, what they don't draw is left out alike
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bool probepass{false};
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// the pass sets of a culling, the instance buffer its output, for the indirect draws of its instances; null: the pass sets
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VkDescriptorSet const *cull_sets{nullptr};
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// the rendering under way, begun again where it was after it was ended for the compute passes of the culling
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