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Material.cpp
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Definition Graphics.h:56
virtual void setMesh3DMaterial(float metallic, float roughness)=0
Metallic (0..1) and roughness (0..1) for the next default mesh draw.
virtual void setMesh3DClusteredActive(bool active)=0
Cheap per-draw toggle for the already-uploaded clustered light table. Unlike setMesh3DClusteredLighti...
virtual void setMesh3DTexCellBomb(float cellScale, float strength, float rotAmount=1.f)=0
Texture cell bombing for the next default mesh draw (breaks tiling). cellScale: cells per UV unit (ty...
virtual void setMesh3DParallax(float scale, float minLayers=8.f, float maxLayers=32.f)=0
Parallax occlusion mapping for the next default mesh draw. scale: UV displacement strength (0=off)....
virtual void setMesh3DShadowReceive(bool receive)=0
Per-draw: when false, shadow sampling is forced off for the next mesh draw.
virtual void setMesh3DNormalTexture(Texture *normal)=0
Optional normal map for the next drawMesh / drawMeshShader (nullptr = flat).
virtual void setMesh3DHeightTexture(Texture *height)=0
Optional height map for parallax (R channel; nullptr = flat / off).
virtual void setMesh3DLighting(const Lighting3DPack &pack)=0
Per-frame ambient + up to 8 lights packed into Mesh3DUBO.
float getFloat(const std::string &name) const
Definition Material.cpp:58
bool hasParam(const std::string &name) const
Optional named float knobs (style / custom shader params).
Definition Material.cpp:54
bool isTransparentHair() const
True when this material should go through the hair transparent pass.
Definition Material.cpp:68
void setShadingModel(const std::string &model)
"pbr" | "unlit" | "hair" | "custom" (unknown → pbr).
Definition Material.cpp:9
void setTexCellBomb(float cellScale, float strength, float rotAmount=1.f)
Definition Material.cpp:34
void setTint(float r, float g, float b, float a=1.f)
Definition Material.cpp:19
void setParallax(float scale, float minLayers=8.f, float maxLayers=32.f)
Definition Material.cpp:40
void bind(Graphics &gfx) const
Push this material onto Graphics mesh3d state for the next draw. Does not issue the draw itself.
Definition Material.cpp:72
void setFloat(const std::string &name, float value)
Definition Material.cpp:56
Shader * effectiveShader() const
Effective shader for Mesh3D draws (may be null → default PBR pipeline).
Definition Material.cpp:63
bool hasUniform(const std::string &name) const
Definition Shader.cpp:46
void sendFloat(const std::string &name, float x)
Definition Shader.cpp:82
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 Light.h:90