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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