Refactor lights data in renderer storage
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@@ -24,7 +24,7 @@ void DirectionalLight::Draw(RenderContext& renderContext)
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&& EnumHasAnyFlags(renderContext.View.Pass, DrawPass::GBuffer)
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&& (ViewDistance < ZeroTolerance || Float3::DistanceSquared(renderContext.View.Position, position) < ViewDistance * ViewDistance))
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{
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RendererDirectionalLightData data;
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RenderDirectionalLightData data;
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data.Position = position;
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data.MinRoughness = MinRoughness;
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data.ShadowsDistance = ShadowsDistance;
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@@ -45,7 +45,6 @@ void DirectionalLight::Draw(RenderContext& renderContext)
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data.Cascade2Spacing = Cascade2Spacing;
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data.Cascade3Spacing = Cascade3Spacing;
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data.Cascade4Spacing = Cascade4Spacing;
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data.PartitionMode = PartitionMode;
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data.ContactShadowsLength = ContactShadowsLength;
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data.StaticFlags = GetStaticFlags();
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@@ -66,7 +65,6 @@ void DirectionalLight::Serialize(SerializeStream& stream, const void* otherObj)
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SERIALIZE(Cascade2Spacing);
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SERIALIZE(Cascade3Spacing);
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SERIALIZE(Cascade4Spacing);
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SERIALIZE(PartitionMode);
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}
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@@ -80,7 +78,6 @@ void DirectionalLight::Deserialize(DeserializeStream& stream, ISerializeModifier
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DESERIALIZE(Cascade2Spacing);
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DESERIALIZE(Cascade3Spacing);
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DESERIALIZE(Cascade4Spacing);
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DESERIALIZE(PartitionMode);
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}
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@@ -89,7 +89,7 @@ void PointLight::Draw(RenderContext& renderContext)
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&& radius > ZeroTolerance
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&& (ViewDistance < ZeroTolerance || Vector3::DistanceSquared(renderContext.View.Position, position) < ViewDistance * ViewDistance))
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{
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RendererPointLightData data;
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RenderPointLightData data;
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data.Position = position;
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data.MinRoughness = MinRoughness;
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data.ShadowsDistance = ShadowsDistance;
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@@ -113,7 +113,7 @@ void SkyLight::Draw(RenderContext& renderContext)
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&& brightness > ZeroTolerance
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&& (ViewDistance < ZeroTolerance || Vector3::DistanceSquared(renderContext.View.Position, position) < ViewDistance * ViewDistance))
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{
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RendererSkyLightData data;
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RenderSkyLightData data;
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data.Position = position;
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data.Color = Color.ToFloat3() * (Color.A * brightness);
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data.VolumetricScatteringIntensity = VolumetricScatteringIntensity;
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@@ -139,7 +139,7 @@ void SpotLight::Draw(RenderContext& renderContext)
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&& outerConeAngle > ZeroTolerance
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&& (ViewDistance < ZeroTolerance || Vector3::DistanceSquared(renderContext.View.Position, position) < ViewDistance * ViewDistance))
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{
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RendererSpotLightData data;
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RenderSpotLightData data;
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data.Position = position;
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data.MinRoughness = MinRoughness;
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data.ShadowsDistance = ShadowsDistance;
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