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    MAGE
    v0.171.0
    
   Matthias Advanced Game Engine 
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#include <bounding_volume_pass.hpp>
Public Member Functions | |
| BoundingVolumePass (ID3D11Device &device, ID3D11DeviceContext &device_context, StateManager &state_manager, ResourceManager &resource_manager) | |
| BoundingVolumePass (const BoundingVolumePass &pass)=delete | |
| BoundingVolumePass (BoundingVolumePass &&pass) noexcept | |
| ~BoundingVolumePass () | |
| BoundingVolumePass & | operator= (const BoundingVolumePass &pass)=delete | 
| BoundingVolumePass & | operator= (BoundingVolumePass &&pass) noexcept | 
| void XM_CALLCONV | Render (const World &world, FXMMATRIX world_to_projection) | 
Private Member Functions | |
| void | BindFixedState () const noexcept | 
| void | BindLightColor () | 
| void | BindModelColor () | 
| void | BindColor (const RGBA &color) | 
| void XM_CALLCONV | BindTransform (FXMMATRIX cube_to_world) | 
| void XM_CALLCONV | Render (const AABB &aabb, FXMMATRIX object_to_world) | 
Private Attributes | |
| std::reference_wrapper< ID3D11DeviceContext > | m_device_context | 
| std::reference_wrapper< StateManager > | m_state_manager | 
| VertexShaderPtr | m_vs | 
| PixelShaderPtr | m_ps | 
| ConstantBuffer< RGBA > | m_color_buffer | 
| ConstantBuffer< XMMATRIX > | m_transform_buffer | 
A class of bounding volume passes for rendering model and finite light volumes.
      
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  explicit | 
Constructs a bounding volume pass.
| [in,out] | device | A reference to the device. | 
| [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 a bounding volume pass from the given bounding volume pass.
| [in] | pass | A reference to the bounding volume pass to copy. | 
      
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  defaultnoexcept | 
Constructs a bounding volume pass by moving the given bounding volume pass.
| [in] | pass | A reference to the bounding volume pass to move. | 
      
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  default | 
Destructs this bounding volume pass.
      
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  private | 
Binds the color of this bounding volume pass.
| [in] | color | A reference to the color. | 
| Exception | Failed to bind the light color of this bounding volume pass. | 
      
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  privatenoexcept | 
Binds the fixed state of this bounding volume pass.
      
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  private | 
Binds the light color of this bounding volume pass.
| Exception | Failed to bind the light color of this bounding volume pass. | 
      
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  private | 
Binds the model color of this bounding volume pass.
| Exception | Failed to bind the model color of this bounding volume pass. | 
      
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  private | 
Binds the transform of this bounding volume pass.
| [in] | cube_to_world | The cube-to-world transformation matrix used for transforming cube vertices. | 
| Exception | Failed to bind the transform of this bounding volume pass. | 
      
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  delete | 
Copies the given bounding volume pass to this bounding volume pass.
| [in] | pass | A reference to the bounding volume pass to copy. | 
      
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  defaultnoexcept | 
Moves the given bounding volume pass to this bounding volume pass.
| [in] | pass | A reference to the bounding volume pass to move. | 
| void XM_CALLCONV mage::rendering::BoundingVolumePass::Render | ( | const World & | world, | 
| FXMMATRIX | world_to_projection | ||
| ) | 
Renders the world.
| [in] | world | A reference to the world. | 
| [in] | world_to_projection | The world-to-projection transformation matrix. | 
| Exception | Failed to render the world. | 
      
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  private | 
      
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  private | 
The color buffer of this bounding volume pass.
      
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  private | 
A reference to the device context of this bounding volume pass.
      
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  private | 
A pointer to the pixel shader of this bounding volume pass.
      
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  private | 
A reference to the state manager of this bounding volume pass.
      
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  private | 
The transform buffer of this bounding volume pass.
      
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  private | 
A pointer to the vertex shader of this bounding volume pass.