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GlobalIllumination.cpp
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26 if (!sh || !sh->gpuHandle) throw eve::Exception("GlobalIllumination: failed to create SSGI shader");
97void GlobalIllumination::setCamera(float eyeX, float eyeY, float eyeZ, float targetX, float targetY,
187 const float dw = gfx->getCanvas() ? float(gfx->getCanvas()->getWidth()) : float(gfx->getWidth());
198 if (!packedAlbedo) throw eve::Exception("GlobalIllumination.applyFromDepth: null packedAlbedo");
Definition Exception.h:14
Definition Canvas.h:16
void applyFromDepth(Graphics *gfx, Texture *packedAlbedo)
Overlay bounced light onto the currently bound canvas / screen. Packed path (tests): RGB=albedo/lit,...
Definition GlobalIllumination.cpp:197
void applyFromScene(Graphics *gfx, Texture *color, Texture *hwDepth)
Definition GlobalIllumination.cpp:204
bool hasParam(const std::string &name) const
Definition GlobalIllumination.cpp:140
void setLightDirection(float dx, float dy, float dz)
Definition GlobalIllumination.cpp:123
~GlobalIllumination()
void setQuality(const std::string &quality)
"low" | "medium" | "high" (unknown → medium).
Definition GlobalIllumination.cpp:84
void setCamera(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ, float fovYDeg, float aspect, float nearZ, float farZ)
Camera for depth reconstruction (RH + ZO). Builds inv(viewProj) and near/far used by applyFromDepth.
Definition GlobalIllumination.cpp:97
int getSampleCount() const
Definition GlobalIllumination.cpp:160
void setFloat(const std::string &name, float value)
Definition GlobalIllumination.cpp:144
void setRadius(float radius)
Definition GlobalIllumination.cpp:113
GlobalIllumination(Graphics *gfx)
Definition GlobalIllumination.cpp:62
void setIntensity(float intensity)
Definition GlobalIllumination.cpp:118
void setInvViewProj(const glm::mat4 &invViewProj)
Definition GlobalIllumination.cpp:92
void setLightColor(float r, float g, float b)
Definition GlobalIllumination.cpp:133
void applyFromDepthTo(Graphics *gfx, Texture *packedAlbedo, Canvas *dest)
Definition GlobalIllumination.cpp:212
float getFloat(const std::string &name) const
Definition GlobalIllumination.cpp:152
Definition Graphics.h:56
virtual Canvas * getCanvas() const =0
virtual void setCanvas(Canvas *canvas)=0
nullptr or this → screen. Switching flushes pending draws to the previous target.
bool hasUniform(const std::string &name) const
Definition Shader.cpp:46
void sendFloat(const std::string &name, float x)
Definition Shader.cpp:82
void sendMatrix(const std::string &name, const glm::mat4 &m)
Definition Shader.cpp:99
int getFromVar(const std::string &name, void *data, size_t size) const
Definition Shader.cpp:71
GPU texture created via Graphics::newTexture. Owns GPU resources through an opaque backend handle.
Definition Texture.h:17
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 AnimTrail.h:6
glm::mat4 perspectiveVulkanRH_ZO(float fovyRad, float aspect, float zNear, float zFar)
Right-handed, zero-to-one depth perspective for Vulkan swapchains.
Definition ClipSpace.h:20
glm::vec4 Color
RGBA color used by every graphics draw call. Lives inside eve::graphics so including a graphics heade...
Definition Color.h:13