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RenderSystem3D.h
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float getNearClip(); float getFarClip(); void setPhysicalLens(float aperture,float focalLength); float getAperture(); float getFocalLength();
44 glm::vec3 extent{0.f};
57 std::array<float, 32> layerCullDistances{};
59 std::array<float, 32> shadowLayerCullDistances{};
65 glm::vec3 envProbeCenter{0.f};
67 std::array<ReflectionProbe, kMaxReflectionProbes> reflectionProbes{};
163 void setEnvProbe(float centerX, float centerY, float centerZ, float extentX, float extentY, float extentZ);
181 void setReflectionProbe(int slot, Texture* cubemap, float centerX, float centerY, float centerZ, float extentX,
254 uint32_t reflectionCaptureMask = 1u;
260 std::array<glm::vec4, 9> customLightProbeSh{};
324 void lodBlendForDistance(float distance, int& primary, int& secondary, float& secondaryWeight) const;
454 [[nodiscard]] Result<void> setCustomLightProbeCoefficient(int coefficient, float r, float g, float b);
470 [[nodiscard]] Result<void> setMeshLodRendererState(int index, int skinQuality, int shadowCastingMode,
527 using CaptureExtraDrawer = std::function<void(Graphics& gfx, const Camera3D::Data& cam, const glm::mat4& viewProj,
536 static uint64_t addCaptureExtraDrawer(uint32_t reflectionCaptureMask, CaptureExtraDrawer drawer);
551 std::function<void(Graphics& gfx, const Camera3D::Data& cam, const glm::mat4& viewProj, float aspect)>;
571 std::function<void(Graphics& gfx, const Camera3D::Data& cam, const glm::mat4& viewProj, float aspect,
588 std::function<void(Graphics& gfx, const Camera3D::Data& cam, const glm::mat4& viewProj, float aspect)>;
600 std::function<void(Graphics& gfx, const Camera3D::Data& cam, const glm::mat4& viewProj, float aspect)>;
Move-only, checked operation results for the common layer.
Definition Graphics.h:125
Packages shading method + surface parameters into one attachable asset.
Definition Material.h:35
std::function< void(Graphics &gfx, const Camera3D::Data &cam, const glm::mat4 &viewProj, float aspect, std::vector< GpuInstance > &instances)> GpuOpaqueCollector
Collect non-ECS geometry for the normal GPU-driven opaque submission.
Definition RenderSystem3D.h:572
std::function< void(Graphics &gfx, const Camera3D::Data &cam, const glm::mat4 &viewProj, float aspect, uint32_t reflectionCaptureMask)> CaptureExtraDrawer
Draw custom forward geometry into reflection-probe and preview captures.
Definition RenderSystem3D.h:528
std::function< void(Graphics &gfx, const glm::mat4 &lightVP, const Camera3D::Data &cam)> ShadowExtraDrawer
Register a callback that casts shadows for geometry outside the Renderable3D ECS (e....
Definition RenderSystem3D.h:627
std::function< void(Graphics &gfx, const Camera3D::Data &cam, const glm::mat4 &viewProj, float aspect)> ForwardExtraDrawer
Draw custom opaque geometry after the main scene pass is open. @thread Register, unregister and invok...
Definition RenderSystem3D.h:551
std::function< void(Graphics &gfx, const Camera3D::Data &cam, const glm::mat4 &viewProj, float aspect)> DecalExtraDrawer
Register a callback that draws screen-space decals (box-projected volumes writing the DecalLayer) aft...
Definition RenderSystem3D.h:600
std::function< void(Graphics &gfx, const Camera3D::Data &cam, const glm::mat4 &viewProj, float aspect)> GBufferExtraDrawer
Register a callback that fills the G-buffer (depth/normal/albedo) for geometry outside the Renderable...
Definition RenderSystem3D.h:588
uint32_t getEntityId() const
Return the table-local entity id used with getEntityGeneration().
Definition RenderSystem3D.h:347
bool getVisible()
Return whether this renderable participates in scene rendering.
Definition RenderSystem3D.h:441
uint32_t getEntityGeneration() const
Return the generation required to reject stale entity ids.
Definition RenderSystem3D.h:349
GPU texture created via Graphics::newTexture. Owns GPU resources through an opaque backend handle.
Definition Texture.h: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 Animation.h:25
@ Graphics
ReflectionProbe public API.
Definition RenderSystem3D.h:41
Value-owned subset of a resource shader's static instances.
Definition MeshInstanceRange.h:15
One mesh + material slot on a multi-part model (Assimp mesh / body region). When Material* is null,...
Definition Material.h:330
LodRendererState public API.
Definition RenderSystem3D.h:283
std::optional< MeshInstanceRange > instances
Optional value-owned instance range; forward custom shader path only.
Definition RenderSystem3D.h:231
Mesh * meshForDistance(float distance) const
Pick LOD mesh for a camera distance; falls back to mesh when LOD disabled.
Definition RenderSystem3D.h:305