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LightCuller

Struct LightCuller 

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pub struct LightCuller {
    pub tile_size_x: u32,
    pub tile_size_y: u32,
    pub screen_width: u32,
    pub screen_height: u32,
    pub tiles: Vec<LightTile>,
    pub max_lights_per_tile: usize,
}
Expand description

Tile-based light culler: divides the screen into NxM tiles and assigns only the visible lights to each tile.

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§tile_size_x: u32§tile_size_y: u32§screen_width: u32§screen_height: u32§tiles: Vec<LightTile>§max_lights_per_tile: usize

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impl LightCuller

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pub fn new(screen_w: u32, screen_h: u32, tile_size: u32) -> Self

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pub fn tile_count_x(&self) -> u32

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pub fn tile_count_y(&self) -> u32

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pub fn tile_index(&self, tx: u32, ty: u32) -> usize

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pub fn cull_point_lights(&mut self, lights: &[PointLight], view_proj: Mat4)

Cull point lights against all tiles using screen-space bounding circles.

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pub fn resize(&mut self, screen_w: u32, screen_h: u32)

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