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.