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.
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#ifndef LightCullingPass_h__
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#define LightCullingPass_h__
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#include "IRenderer.h"
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#include "LightCullingPassState.h"
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#include "ShaderProgram.h"
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class LightCullingPass
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{
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public:
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LightCullingPass();
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~LightCullingPass();
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void GenerateNewFrustum();
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private:
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void CullLights();
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void InitializeTextures();
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void InitializeSSBOs();
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void InitializeShaderPrograms();
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};
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#endif
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