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light_culling.hpp File Reference
#include <glm/glm.hpp>
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Classes

struct  renderer::light_culling::Sphere
struct  renderer::light_culling::DepthRange

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.

Detailed Description

Author
dario
Date
21/09/2026