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clustered_lighting_constants.hpp
Go to the documentation of this file.
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#pragma once
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#include <cstdint>
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namespace
renderer::clustered_lighting {
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inline
constexpr
uint32_t k_cluster_dim_x = 16;
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inline
constexpr
uint32_t k_cluster_dim_y = 9;
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inline
constexpr
uint32_t k_cluster_dim_z = 24;
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inline
constexpr
uint32_t k_cluster_count = k_cluster_dim_x * k_cluster_dim_y * k_cluster_dim_z;
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inline
constexpr
uint32_t k_max_lights_per_cluster = 128;
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inline
constexpr
uint32_t k_max_lights = 512;
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// Slice 0 still starts at the camera near plane
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inline
constexpr
float
k_min_cluster_near = 0.1f;
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inline
constexpr
float
k_min_cluster_depth_ratio = 4.0f;
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}
engine
src
toast
renderer
clustered_lighting_constants.hpp
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