载入中...
搜索中...
未找到
IResourceFactory.h
浏览该文件的文档.
CPU-side decoded font face (FreeType FT_Face + owned font bytes). Does not upload to GPU — rasterize ...
Definition FontData.h:23
Definition Canvas.h:16
GPU-side font: wraps a decoded font::FontData and rasterizes a fixed set of codepoints into a single ...
Definition Font.h:32
Texture / mesh / shader / canvas creation and release.
Definition IResourceFactory.h:35
virtual Shader * newMeshShader(const std::string &vertGlsl, const std::string &fragGlsl)=0
virtual bool updateMeshVertices(Mesh *mesh, const float *posXYZ, const float *nrmXYZ, const float *uvST, int vertexCount, const uint32_t *indices, int indexCount)=0
virtual Shader * newShader(const std::string &vertGlsl, const std::string &fragGlsl)=0
virtual float getMaxAnisotropy() const =0
virtual void setTextureSamplerParams(Texture *texture, const std::string &filter, const std::string &mipmap, float maxAnisotropy, float lodBias)=0
virtual Texture * newTexture(image::ImageData *data)=0
virtual void setTextureSampler(Texture *texture, const TextureSampler &sampler)=0
virtual Canvas * newCanvas(int width, int height)=0
virtual Texture * newTextureFromImageData(image::ImageData *data, const TextureCreateInfo &info)=0
virtual Shader * newShaderFromSpvFile(const std::string &vertPath, const std::string &fragPath)=0
virtual Font * newFont(font::FontData *data, std::string charset)=0
virtual Shader * newHairShaderFromSpv(const std::vector< uint32_t > &vertSpv, const std::vector< uint32_t > &fragSpv)=0
virtual bool releaseMesh(Mesh *mesh)=0
virtual Texture * newTexture(int width, int height, const uint8_t *rgba, bool repeatU=false, bool repeatV=false)=0
virtual Texture * newTextureWithSampler(image::ImageData *data, bool repeatU, bool repeatV, bool generateMipmaps, float maxAnisotropy, const std::string &filter, const std::string &mipmap, float lodBias=0.f)=0
virtual bool reloadTextureFromFile(const std::string &filename)=0
virtual Texture * newCubemap(int faceSize, const uint8_t *rgbaFaces)=0
virtual Mesh * newMeshSphere(int slices, int stacks)=0
virtual Shader * newShaderFromSpv(const std::vector< uint32_t > &vertSpv, const std::vector< uint32_t > &fragSpv)=0
virtual Mesh * newMeshCylinder(int slices, int stacks, bool caps)=0
virtual Mesh * newMeshFromArrays(const float *posXYZ, const float *nrmXYZ, const float *uvST, int vertexCount, const uint32_t *indices, int indexCount)=0
virtual Shader * newMeshShaderFromWgsl(const std::string &vertWgsl, const std::string &fragWgsl)=0
virtual Shader * newMeshShaderFromSpv(const std::vector< uint32_t > &vertSpv, const std::vector< uint32_t > &fragSpv)=0
virtual Texture * newTextureFromFileRepeated(const std::string &filename, bool repeatU, bool repeatV)=0
virtual ~IResourceFactory()=default
virtual Texture * newTexture(int width, int height, const uint8_t *rgba, const TextureCreateInfo &info)=0
virtual Mesh * newMeshCube(float size)=0
virtual bool releaseTexture(Texture *texture)=0
virtual Texture * newTextureFromFile(const std::string &filename)=0
virtual Texture * newTextureFromImageData(image::ImageData *data, bool repeatU=false, bool repeatV=false)=0
virtual Texture * newTexture(image::ImageData *data, const TextureCreateInfo &info)=0
virtual Mesh * newMeshFromAssimp(const ::aiMesh &mesh)=0
virtual bool releaseShader(Shader *shader)=0
virtual Texture * newCubemap(int faceSize, const uint8_t *rgbaFaces, const TextureCreateInfo &info)=0
virtual bool bakeMeshMorph(Mesh *mesh)=0
virtual Mesh * newMeshFromAssimp(const ::aiMesh &mesh, const aiMatrix4x4 &worldTransform)=0
GPU texture created via Graphics::newTexture. Owns GPU resources through an opaque backend handle.
Definition Texture.h:17
Definition Font.cpp: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 AnimTrail.h:6
Definition AvatarInstance.h:15
Options for Graphics::newTexture / newCubemap. When generateMipmaps is true and sampler....
Definition TextureSampler.h:104
Sampler state for a Texture (filter, wrap, mip LOD, anisotropy). Defaults match historical engine beh...
Definition TextureSampler.h:27