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Bloom.cpp
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122 if (filterSettings_.filter != BloomFilter::KarisTent) return compositeGaussian(source, bloom, intensity);
Texture * build(Texture *source, float threshold, float scatter=1.f)
Build the selected bloom pyramid from an HDR source.
Definition Bloom.cpp:85
Texture * apply(Texture *source, float intensity, float threshold, float scatter=1.f)
Add the reconstructed bloom to the HDR source in a full-size target.
Definition Bloom.cpp:118
virtual void clear(std::optional< Color > color, std::optional< int > stencil, std::optional< double > depth)=0
Clears .
virtual Texture * getTexture()=0
Sampleable color buffer; screen Canvas returns nullptr.
Definition Graphics.h:125
virtual void drawTexturedRectShaderUV(Texture *texture, Shader *shader, float x, float y, float w, float h, float u0, float v0, float u1, float v1, const Color &color, bool rotatedUV=false, BlendMode blend=BlendMode::Alpha)=0
UV draw with an explicit Shader (nullptr = default textured pipeline).
virtual void setCanvas(Canvas *canvas)=0
nullptr or this → screen. Switching flushes pending draws to the previous target.
virtual Canvas * newHDRCanvas(int width, int height)=0
Create an engine-internal linear RGBA16F post-process target.
void sendFloat(const std::string &name, float x)
Definition Shader.cpp:95
int declareFloat(const std::string &name)
Reserve sequential float slots in the push-constant block. Returns start index.
Definition Shader.cpp:43
GPU texture created via Graphics::newTexture. Owns GPU resources through an opaque backend handle.
Definition Texture.h:18
constexpr const char * kBloomDownsample
Definition PostProcessWgsl.h:29
constexpr const char * kBloomUpsample
Definition PostProcessWgsl.h:38
卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局...
Definition Animation.h:25
@ KarisTent
eve::Color Color
RGBA color used by every graphics draw call. Lives inside eve::graphics so including a graphics heade...
Definition Color.h:13
@ Additive
@ Opaque