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MAGE
v0.171.0
Matthias Advanced Game Engine
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#include <back_buffer_pass.hpp>
Public Member Functions | |
BackBufferPass (ID3D11DeviceContext &device_context, StateManager &state_manager, ResourceManager &resource_manager) | |
BackBufferPass (const BackBufferPass &pass)=delete | |
BackBufferPass (BackBufferPass &&pass) noexcept | |
~BackBufferPass () | |
BackBufferPass & | operator= (const BackBufferPass &pass)=delete |
BackBufferPass & | operator= (BackBufferPass &&pass) noexcept |
void | Render () |
Private Member Functions | |
void | BindFixedState () const noexcept |
Private Attributes | |
std::reference_wrapper< ID3D11DeviceContext > | m_device_context |
std::reference_wrapper< StateManager > | m_state_manager |
VertexShaderPtr | m_vs |
PixelShaderPtr | m_ps |
A class of back buffer passes.
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explicit |
Constructs a back buffer pass.
[in,out] | device_context | A reference to the device context. |
[in,out] | state_manager | A reference to the state manager. |
[in,out] | resource_manager | A reference to the resource manager. |
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delete |
Constructs an back buffer pass from the given back buffer pass.
[in] | pass | A reference to the back buffer pass to copy. |
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defaultnoexcept |
Constructs an back buffer pass by moving the given back buffer pass.
[in] | pass | A reference to the Image pass to move. |
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default |
Destructs this back buffer pass.
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privatenoexcept |
Binds the fixed state of this back buffer pass.
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delete |
Copies the given back buffer pass to this back buffer pass.
[in] | pass | A reference to the back buffer pass to copy. |
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defaultnoexcept |
Moves the given back buffer pass to this back buffer pass.
[in] | pass | A reference to the back buffer pass to move. |
void mage::rendering::BackBufferPass::Render | ( | ) |
Renders.
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private |
A reference to the device context of this back buffer pass.
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private |
A pointer to the pixel shader of this back buffer pass.
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private |
A reference to the state manager of this back buffer pass.
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private |
A pointer to the vertex shader of this back buffer pass.