XLE
v0.02.0
|
Prepared "Depth Map" shadow frustum More...
#include <LightInternal.h>
Public Member Functions | |
bool | IsReady () const |
PreparedDMShadowFrustum (PreparedDMShadowFrustum &&moveFrom) never_throws | |
PreparedDMShadowFrustum & | operator= (PreparedDMShadowFrustum &&moveFrom) never_throws |
Public Member Functions inherited from SceneEngine::PreparedShadowFrustum | |
void | InitialiseConstants (RenderCore::Metal::DeviceContext *devContext, const MultiProjection< MaxShadowTexturesPerLight > &) |
PreparedShadowFrustum (PreparedShadowFrustum &&moveFrom) never_throws | |
PreparedShadowFrustum & | operator= (PreparedShadowFrustum &&moveFrom) never_throws |
Public Attributes | |
SRV | _shadowTextureSRV |
CB_ShadowResolveParameters | _resolveParameters |
CB | _resolveParametersCB |
Public Attributes inherited from SceneEngine::PreparedShadowFrustum | |
CB | _arbitraryCB |
CB | _orthoCB |
unsigned | _frustumCount |
bool | _enableNearCascade |
ShadowProjectionDesc::Projections::Mode::Enum | _mode |
CB_ArbitraryShadowProjection | _arbitraryCBSource |
CB_OrthoShadowProjection | _orthoCBSource |
Additional Inherited Members | |
Public Types inherited from SceneEngine::PreparedShadowFrustum | |
typedef RenderCore::Metal::ShaderResourceView | SRV |
typedef RenderCore::Metal::ConstantBuffer | CB |
Prepared "Depth Map" shadow frustum