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EffectShaders.h
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1#pragma once
2
3// Effect / material shaders ported from common Unity and Godot game projects,
4// exposed through the same Style* runtime and Squirrel API as the built-in
5// stylize recipes. Each effect is one GLSL fragment (embedded SPIR-V) plus a
6// metadata table for tooling introspection.
7//
8// Mesh effects reuse graphics/mesh3d_toon.vert and read params from the push
9// constant block; post effects are full-screen passes over the scene texture.
10
12
13namespace eve::graphics {
14class Graphics;
15class Shader;
16} // namespace eve::graphics
17
18namespace eve::stylize {
19
21bool isEffectStyle(const std::string& style);
22
24const StyleDefinition* findEffectDefinition(const std::string& style);
28std::string effectStyleIdAt(int index);
29
32int effectParamCount(const std::string& style);
34std::string effectParamName(const std::string& style, int index);
36const StyleParameterDesc* findEffectParameter(const std::string& style, const std::string& name);
38const StyleParameterDesc* effectParameterAt(const std::string& style, int index);
39
42void bindEffectPostUniforms(graphics::Shader* shader, const std::string& style);
44void bindEffectMeshUniforms(graphics::Shader* shader, const std::string& style);
45
48graphics::Shader* createEffectPostShader(graphics::Graphics* gfx, const std::string& style);
49
52graphics::Shader* createEffectMeshShader(graphics::Graphics* gfx, const std::string& style);
53
54} // namespace eve::stylize
std::string name
Shader * shader
uint32_t index
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Definition Animation.h:25
void bindEffectMeshUniforms(graphics::Shader *shader, const std::string &style)
Binds effect mesh uniforms.
graphics::Shader * createEffectMeshShader(graphics::Graphics *gfx, const std::string &style)
Creates effect mesh shader.
std::string effectParamName(const std::string &style, int index)
Effect param name.
bool isEffectStyle(const std::string &style)
True when style names one of the ported effect shaders.
graphics::Shader * createEffectPostShader(graphics::Graphics *gfx, const std::string &style)
Creates effect post shader.
const StyleParameterDesc * findEffectParameter(const std::string &style, const std::string &name)
Finds effect parameter.
int effectStyleCount()
Effect style count.
void bindEffectPostUniforms(graphics::Shader *shader, const std::string &style)
Binds effect post uniforms.
std::string effectStyleIdAt(int index)
Effect style id at.
const StyleDefinition * findEffectDefinition(const std::string &style)
Effect-only StyleDefinition lookup, or nullptr when unknown.
int effectParamCount(const std::string &style)
Effect param count.
const StyleParameterDesc * effectParameterAt(const std::string &style, int index)
Effect parameter at.