载入中...
搜索中...
未找到
DepthOfField.h
浏览该文件的文档.
1#pragma once
2
3namespace eve::graphics {
4
5class Canvas;
6class Graphics;
7class Shader;
8class Texture;
9
19public:
21 explicit DepthOfField(Graphics *gfx);
22
35 Texture *apply(Texture *source, Texture *hwDepth, float focusDistance, float maxBlurPx,
36 float focusRange, float nearZ, float farZ);
37
38private:
39 void ensureTargets(int width, int height);
40 void configure(float dirX, float dirY, float focusDistance, float maxBlurPx, float focusRange,
41 float nearZ, float farZ, int width, int height);
42
43 Graphics *gfx_ = nullptr;
44 Shader *shader_ = nullptr;
45 Canvas *temp_ = nullptr;
46 Canvas *output_ = nullptr;
47 int width_ = 0;
48 int height_ = 0;
49};
50
51} // namespace eve::graphics
std::uint32_t height
std::uint32_t width
const UnitySourceAsset & source
Canvas public API.
Definition Canvas.h:17
Separable Gaussian depth-of-field for the final HDR scene.
Texture * apply(Texture *source, Texture *hwDepth, float focusDistance, float maxBlurPx, float focusRange, float nearZ, float farZ)
Apply separable Gaussian DOF.
Custom GPU program.
Definition Shader.h:39
GPU texture created via Graphics::newTexture. Owns GPU resources through an opaque backend handle.
Definition Texture.h:18
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