Base classes for decoupled forward+ renderer and a fix where if you had to many lights in a tile(200-300+) the list would fill up before the end of frustums.

This commit is contained in:
Tleety
2015-12-18 12:02:02 +01:00
parent 3636ad45af
commit ab6af30a28
6 changed files with 29 additions and 7 deletions
@@ -0,0 +1,28 @@
#ifndef LightCullingPass_h__
#define LightCullingPass_h__
#include "IRenderer.h"
#include "LightCullingPassState.h"
#include "ShaderProgram.h"
class LightCullingPass
{
public:
LightCullingPass();
~LightCullingPass();
void GenerateNewFrustum();
private:
void CullLights();
void InitializeTextures();
void InitializeSSBOs();
void InitializeShaderPrograms();
};
#endif