Frame attributes that are passed to the effect at the beginning of each frame. More...
#include <EpipolarLightScattering.hpp>
Public Attributes | |
| IRenderDevice * | pDevice = nullptr |
| Render device that may be used to create new objects needed for this frame, if any. | |
| IRenderStateCache * | pStateCache = nullptr |
| Optional render state cache to optimize state loading. | |
| IDeviceContext * | pDeviceContext = nullptr |
| Device context that will record the rendering commands. | |
| double | dElapsedTime = 0 |
| The time elapsed since the last frame. | |
| const LightAttribs * | pLightAttribs = nullptr |
| A pointer to the light attributes CPU data. | |
| const CameraAttribs * | pCameraAttribs = nullptr |
| A pointer to the camera attributes CPU data. | |
| IBuffer * | pcbLightAttribs = nullptr |
| If this parameter is null, the effect will use its own buffer. | |
| IBuffer * | pcbCameraAttribs = nullptr |
| If this parameter is null, the effect will use its own buffer. | |
| ITextureView * | ptex2DSrcColorBufferSRV = nullptr |
| Shader resource view of the source color buffer. | |
| ITextureView * | ptex2DSrcDepthBufferSRV = nullptr |
| Shader resource view of the source depth. | |
| ITextureView * | ptex2DDstColorBufferRTV = nullptr |
| Render target view of the destination color buffer where final image will be rendered. | |
| ITextureView * | ptex2DDstDepthBufferDSV = nullptr |
| Depth-stencil view of the destination depth buffer where final image will be rendered. | |
| ITextureView * | ptex2DShadowMapSRV = nullptr |
| Shadow map shader resource view. | |
Frame attributes that are passed to the effect at the beginning of each frame.