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Toast Engine
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#include "light_culling.hpp"#include "clustered_lighting_constants.hpp"#include <algorithm>#include <cmath>#include <glm/gtc/constants.hpp>
Functions | |
| auto | renderer::light_culling::spotBounds (const glm::vec3 &position, const glm::vec3 &direction, float range, float outer_radians) -> Sphere |
| Smallest sphere around the cone of a spot light capped at its range. | |
| auto | renderer::light_culling::importance (const glm::vec3 &color, float intensity, float range, float camera_distance, float cone_fraction) -> float |
| Only ranks lights against each other. | |
| auto | renderer::light_culling::clusterDepthRange (float camera_near, float camera_far, float light_reach) -> DepthRange |
| Ends at the farthest visible light so slices are not spent on empty depth. | |