Remove, cleanup some constructors
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e13af96a72
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4d9a333781
4 changed files with 3 additions and 6 deletions
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@ -17,14 +17,14 @@ struct CameraFrustum;
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class ShadowPass {
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public:
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ShadowPass(GFX* gfx);
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explicit ShadowPass(GFX* gfx);
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void create_scene_resources(Scene& scene);
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void render(GFXCommandBuffer* command_buffer, Scene& scene);
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private:
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void render_meshes(GFXCommandBuffer* command_buffer, Scene& scene, const Matrix4x4 light_matrix, const Matrix4x4 model, const prism::float3 light_position, const Light::Type type, const CameraFrustum& frustum, const int base_instance);
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void render_meshes(GFXCommandBuffer* command_buffer, Scene& scene, Matrix4x4 light_matrix, Matrix4x4 model, prism::float3 light_position, Light::Type type, const CameraFrustum& frustum, int base_instance);
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void render_sun(GFXCommandBuffer* command_buffer, Scene& scene, prism::Object light_object, Light& light);
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void render_spot(GFXCommandBuffer* command_buffer, Scene& scene, prism::Object light_object, Light& light);
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@ -17,7 +17,7 @@ namespace prism {
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class SMAAPass {
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public:
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SMAAPass(GFX* gfx);
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explicit SMAAPass(GFX* gfx);
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void create_render_target_resources(RenderTarget& target);
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@ -44,7 +44,6 @@ public:
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class ShaderSource {
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public:
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ShaderSource() : source(std::monostate()) {}
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ShaderSource(const ShaderSource& rhs) : source (rhs.source) {}
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explicit ShaderSource(const std::string& source_string) : source(source_string) {}
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explicit ShaderSource(const std::vector<uint32_t>& source_bytecode) : source(source_bytecode) {}
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explicit ShaderSource(const prism::path& shader_path) : source(shader_path) {}
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@ -6,8 +6,6 @@
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class Command {
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public:
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virtual ~Command() {}
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std::string stored_name;
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std::string get_name() {
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