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    MAGE
    v0.171.0
    
   Matthias Advanced Game Engine 
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#include <depth_pass.hpp>
Public Member Functions | |
| DepthPass (ID3D11Device &device, ID3D11DeviceContext &device_context, StateManager &state_manager, ResourceManager &resource_manager) | |
| DepthPass (const DepthPass &pass)=delete | |
| DepthPass (DepthPass &&pass) noexcept | |
| ~DepthPass () | |
| DepthPass & | operator= (const DepthPass &pass)=delete | 
| DepthPass & | operator= (DepthPass &&pass) noexcept | 
| void | BindFixedState () const noexcept | 
| void XM_CALLCONV | Render (const World &world, FXMMATRIX world_to_camera, CXMMATRIX camera_to_projection) | 
| void XM_CALLCONV | RenderOccluders (const World &world, FXMMATRIX world_to_camera, CXMMATRIX camera_to_projection) | 
Private Member Functions | |
| void | BindOpaqueShaders () const noexcept | 
| void | BindTransparentShaders () const noexcept | 
| void XM_CALLCONV | BindCamera (FXMMATRIX world_to_camera, CXMMATRIX camera_to_projection) | 
| void XM_CALLCONV | RenderOpaque (const Model &model, FXMMATRIX world_to_projection) const noexcept | 
| void XM_CALLCONV | RenderTransparent (const Model &model, FXMMATRIX world_to_projection) const noexcept | 
Private Attributes | |
| std::reference_wrapper< ID3D11DeviceContext > | m_device_context | 
| std::reference_wrapper< StateManager > | m_state_manager | 
| VertexShaderPtr | m_opaque_vs | 
| VertexShaderPtr | m_transparent_vs | 
| PixelShaderPtr | m_transparent_ps | 
| ConstantBuffer< SecondaryCameraBuffer > | m_camera_buffer | 
A class of depth passes for rendering models to a depth buffer only.
      
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  explicit | 
Constructs a depth 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 depth pass from the given depth pass.
| [in] | pass | A reference to the depth pass to copy. | 
      
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  defaultnoexcept | 
Constructs a depth pass by moving the given depth pass.
| [in] | pass | A reference to the depth pass to move. | 
      
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  default | 
Destructs this depth pass.
      
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  private | 
Binds the camera of this depth pass.
| [in] | world_to_camera | The world-to-camera transformation matrix. | 
| [in] | camera_to_projection | The camera-to-projection transformation matrix. | 
| Exception | Failed to bind the camera of this depth pass. | 
      
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  noexcept | 
Binds the fixed state of this depth pass.
| Exception | Failed to bind the fixed state of this depth pass. | 
      
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  privatenoexcept | 
Binds the shaders for opaque models.
      
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  privatenoexcept | 
Binds the shaders for transparent models.
Copies the given depth pass to this depth pass.
| [in] | pass | A reference to the depth pass to copy. | 
Moves the given depth pass to this depth pass.
| [in] | pass | A reference to the depth pass to move. | 
| void XM_CALLCONV mage::rendering::DepthPass::Render | ( | const World & | world, | 
| FXMMATRIX | world_to_camera, | ||
| CXMMATRIX | camera_to_projection | ||
| ) | 
Renders the world.
| [in] | world | A reference to the world. | 
| [in] | world_to_camera | The world-to-camera transformation matrix. | 
| [in] | camera_to_projection | The camera-to-projection transformation matrix. | 
| Exception | Failed to render the world. | 
| void XM_CALLCONV mage::rendering::DepthPass::RenderOccluders | ( | const World & | world, | 
| FXMMATRIX | world_to_camera, | ||
| CXMMATRIX | camera_to_projection | ||
| ) | 
Renders the occluders of the world.
| [in] | world | A reference to the world. | 
| [in] | world_to_camera | The world-to-camera transformation matrix. | 
| [in] | camera_to_projection | The camera-to-projection transformation matrix. | 
| Exception | Failed to render the world. | 
      
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  privatenoexcept | 
Renders the given opaque model.
| [in] | model | A reference to the opaque model. | 
| [in] | world_to_projection | The world-to-projection transformation matrix. | 
      
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  privatenoexcept | 
Renders the given transparent model.
| [in] | model | A reference to the transparent model. | 
| [in] | world_to_projection | The world-to-projection transformation matrix. | 
      
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  private | 
The camera buffer of this depth pass.
      
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  private | 
A reference to the device context of this depth pass.
      
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  private | 
A pointer to the vertex shader of this depth pass.
      
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  private | 
A reference to the state manager of this depth pass.
      
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  private | 
A pointer to the pixel shader for transparent models of this depth pass.
      
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  private | 
A pointer to the vertex shader for transparent models of this depth pass.