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Toast Engine
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#include <glm/glm.hpp>

Go to the source code of this file.
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. | |