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IGraphics3D.h
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Definition RenderSystem3D.h:18
Definition Canvas.h:16
3D frame / mesh / light / shadow rendering surface.
Definition IGraphics3D.h:28
virtual void setMesh3DSceneDepth(Texture *depth)=0
virtual void setMesh3DView(const glm::mat4 &view)=0
virtual void render3D()=0
virtual void setMesh3DHeightTexture(Texture *height)=0
virtual void drawMeshGBufferAlpha(Mesh *mesh, const glm::mat4 &mvp, const glm::mat4 &model, float nearZ, float farZ, Texture *albedo=nullptr, float tintR=1.f, float tintG=1.f, float tintB=1.f)=0
virtual void setMesh3DLighting(const Lighting3DPack &pack)=0
virtual void endShadowPass()=0
virtual ~IGraphics3D()=default
virtual void setMesh3DMaterial(float metallic, float roughness)=0
virtual void setMesh3DEnv(Texture *cube, float intensity)=0
virtual void drawScene3DRGBA(float x, float y, float w, float h, float r=1.f, float g=1.f, float b=1.f, float a=1.f)=0
virtual void setMesh3DCameraPos(const glm::vec3 &eye)=0
virtual void beginGBufferPass(int width, int height)=0
virtual void end3DFrameToCanvas()=0
virtual void setCloudShadows(float strength, float worldCell, float time, float windSpeed, float windAngle, float coverage, float detail)=0
virtual void begin3DFrameToCanvas(Canvas *canvas)=0
virtual void endGBufferPass()=0
virtual void setMesh3DShadowReceive(bool receive)=0
virtual void drawCanvasRGBA(Canvas *canvas, float x, float y, float w, float h, float r=1.f, float g=1.f, float b=1.f, float a=1.f)=0
virtual void setMesh3DViewProj(const glm::mat4 &viewProj)=0
virtual void drawVoxelFaceInstances(const uint32_t *packed, int count, float originX, float originY, float originZ, const std::string &faceDir, Texture *atlas, int tilesPerRow=16, const uint32_t *ao=nullptr)=0
virtual void setDirectionalLight(float dx, float dy, float dz, float r=1.f, float g=1.f, float b=1.f)=0
virtual void setMesh3DLight(const glm::vec3 &dir, const glm::vec3 &color)=0
virtual void drawMeshShadowAlpha(Mesh *mesh, const glm::mat4 &lightMVP, Texture *albedo=nullptr)=0
virtual void setMesh3DClusteredLighting(const ClusteredLightingUpload &upload)=0
virtual void drawMesh(Mesh *mesh, const glm::mat4 &model, Texture *texture, const Color &tint)=0
virtual void setMesh3DClip(float nearZ, float farZ)=0
virtual void drawMeshShadow(Mesh *mesh, const glm::mat4 &lightMVP)=0
virtual void begin3DFrame()=0
virtual void setMesh3DNormalTexture(Texture *normal)=0
virtual void drawMeshGBuffer(Mesh *mesh, const glm::mat4 &mvp, const glm::mat4 &model, float nearZ, float farZ, Texture *albedo=nullptr, float tintR=1.f, float tintG=1.f, float tintB=1.f)=0
virtual void beginShadowPass(int cascadeIndex)=0
virtual void setMesh3DTexCellBomb(float cellScale, float strength, float rotAmount=1.f)=0
virtual void renderScene3DToCanvas(Canvas *canvas, Camera3D *camera)=0
virtual void drawMeshShader(Mesh *mesh, const glm::mat4 &model, Texture *texture, const Color &tint, Shader *shader)=0
virtual void setMesh3DShadows(const ShadowUpload &upload)=0
virtual void setMesh3DParallax(float scale, float minLayers=8.f, float maxLayers=32.f)=0
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::vec4 Color
RGBA color used by every graphics draw call. Lives inside eve::graphics so including a graphics heade...
Definition Color.h:13
CPU-built clustered lighting upload for one frame/camera. Point lights are clustered; directional lig...
Definition ClusteredLight.h:32
Definition Light.h:90
Definition Shadow.h:25