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Take the ambient occlusion into the lighting and add a probe of the cab
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@@ -389,6 +389,19 @@ class vulkan14_renderer : public gfx_renderer, public gfx::scene_walk
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bool init_ao(std::string &Reason);
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void destroy_ao();
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void render_ao(std::size_t const Viewport, int const Mode);
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// the ambient occlusion in the light of the surfaces (gfx.postfx.ao.lighting, the stage A3): whether the colour pass of the
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// viewport takes it, the occlusion worked out from the depth of the scene drawn before the colour (outside a rendering; false: it
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// couldn't be), and the block of the scene set up for the colour pass to read it
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bool ao_lighting_wanted(viewport_config const &Viewport) const;
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bool compute_ao_lighting(std::size_t const Viewport);
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void setup_ao_lighting();
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bool m_aolighting{false};
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// the probe of the occupied cab (vulkan14cabprobe.cpp, the stage A4; opengl46_renderer::Render_cab_probe()): the resources, the
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// occupied vehicle whose cab is drawn (nullptr: none), the drawing of the probe when it needs it in this frame
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bool init_cab_probe(std::string &Reason);
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void destroy_cab_probe();
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TDynamicObject *cab_probe_vehicle() const;
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void render_cab_probe();
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// the particles of the gpu: what the colour pass under way draws them with, and the depth of the scene drawn so far copied for
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// the soft particles (false: they aren't soft)
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gfx::gpu_particles::view particles_view() const;
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