pub struct LightTile {
pub depth_min: u32,
pub depth_max: u32,
pub next_light_index: u32,
pub lights_array: Array<Id<LightDescriptor>>,
}
Expand description
A tile of screen space used to cull lights.
Fields§
§depth_min: u32
Minimum depth of objects found within the frustum of the tile.
depth_max: u32
Maximum depth of objects foudn within the frustum of the tile.
next_light_index: u32
The count of lights in this tile.
Also, the next available light index.
lights_array: Array<Id<LightDescriptor>>
List of light ids that intersect this tile’s frustum.
Implementations§
Source§impl LightTile
Offsets into the slab buffer for each field.
impl LightTile
Offsets into the slab buffer for each field.
pub const OFFSET_OF_DEPTH_MIN: Offset<u32, Self>
pub const SLAB_SIZE_OF_DEPTH_MIN: usize = 1usize
pub const OFFSET_OF_DEPTH_MAX: Offset<u32, Self>
pub const SLAB_SIZE_OF_DEPTH_MAX: usize = 1usize
pub const OFFSET_OF_NEXT_LIGHT_INDEX: Offset<u32, Self>
pub const SLAB_SIZE_OF_NEXT_LIGHT_INDEX: usize = 1usize
pub const OFFSET_OF_LIGHTS_ARRAY: Offset<Array<Id<LightDescriptor>>, Self>
pub const SLAB_SIZE_OF_LIGHTS_ARRAY: usize = 2usize
Trait Implementations§
impl Copy for LightTile
Auto Trait Implementations§
impl Freeze for LightTile
impl RefUnwindSafe for LightTile
impl Send for LightTile
impl Sync for LightTile
impl Unpin for LightTile
impl UnwindSafe for LightTile
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