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ClusteredLight.h 文件参考
#include "graphics/Light.h"
#include <cstdint>
#include <vector>
#include <glm/glm.hpp>

浏览源代码.

struct  eve::graphics::ClusteredLightConfig
 Clustered forward grid (CPU assign, GPU consume). 更多...
 
struct  eve::graphics::ClusterTableEntry
 
struct  eve::graphics::ClusteredLightingUpload
 CPU-built clustered lighting upload for one frame/camera. Point lights are clustered; directional lights become the primary dir (first by intensity). 更多...
 

命名空间

namespace  eve
 
namespace  eve::graphics
 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参数。 数据模型与渲染/交互逻辑见 CardTypes.h。
 

类型定义

using eve::graphics::ClusteredLightGpu = Light3DGpu
 

函数

ClusteredLightingUpload eve::graphics::buildClusteredLighting (const std::vector< ClusteredLightGpu > &points, const std::vector< ClusteredLightGpu > &dirs, const glm::mat4 &view, float nearZ, float farZ, int screenW, int screenH, float fovYRad, const glm::vec4 &ambient)
 Build clustered tables for point lights in view space.