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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-09 02:50:59 +01:00

Take the ambient occlusion into the lighting and add a probe of the cab

This commit is contained in:
2026-10-27 13:23:52 +01:00
parent ac0b4e5f15
commit 9dde5b0e5e
43 changed files with 2402 additions and 45 deletions

View File

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