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RenderSystem3D.h
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Definition RenderSystem3D.h:18
float getScreenRayOriginY()
Definition RenderSystem3D.cpp:219
float getScreenRayOriginZ()
Definition RenderSystem3D.cpp:220
void setUp(float x, float y, float z)
Definition RenderSystem3D.cpp:150
void screenToRay(float screenX, float screenY, float viewW, float viewH)
Build a world-space picking ray from a screen pixel. Stores origin (camera eye) and normalized direct...
Definition RenderSystem3D.cpp:174
void setEnvIntensity(float intensity)
Definition RenderSystem3D.cpp:170
void setTarget(float x, float y, float z)
Definition RenderSystem3D.cpp:143
void setAmbient(float r, float g, float b)
Definition RenderSystem3D.cpp:161
void setEye(float x, float y, float z)
Definition RenderSystem3D.cpp:136
void setEnvMap(Texture *cube)
Specular IBL cubemap (Graphics::newCubemap). nullptr disables IBL.
Definition RenderSystem3D.cpp:168
float getScreenRayOriginX()
Definition RenderSystem3D.cpp:218
Definition Canvas.h:16
Definition Graphics.h:56
Packages shading method + surface parameters into one attachable asset.
Definition Material.h:26
bool isTransparentHair() const
True when this material should go through the hair transparent pass.
Definition Material.cpp:68
static void addShadowExtraDrawer(ShadowExtraDrawer drawer)
Definition RenderSystem3D.cpp:410
static void setDirectionalLight(float dx, float dy, float dz, float r, float g, float b)
Legacy single directional light used when no enabled Light3D exists.
Definition RenderSystem3D.cpp:398
static void addGBufferExtraDrawer(GBufferExtraDrawer drawer)
Definition RenderSystem3D.cpp:405
static void renderToCanvas(Graphics &gfx, Canvas *target, Camera3D *camera)
Definition RenderSystem3D.cpp:920
static void render(Graphics &gfx)
Definition RenderSystem3D.cpp:544
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:277
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:264
void setNormalTexture(Texture *texture)
Definition RenderSystem3D.cpp:254
void setCamera(Camera3D *camera)
Definition RenderSystem3D.cpp:370
bool getCastOcclusion()
Definition RenderSystem3D.cpp:368
float getParallaxMaxLayers()
Definition RenderSystem3D.cpp:356
int getMeshLodLevelAtDistance(float distance)
Definition RenderSystem3D.cpp:394
void setCastOcclusion(bool cast)
Definition RenderSystem3D.cpp:366
std::string getPartName(int index)
Definition RenderSystem3D.cpp:295
float getParallaxMinLayers()
Definition RenderSystem3D.cpp:354
Material * getPartMaterial(int index)
Definition RenderSystem3D.cpp:307
void setRotation(float yaw, float pitch, float roll)
Definition RenderSystem3D.cpp:232
float getTexCellBombRotation()
Definition RenderSystem3D.cpp:340
void setHeightTexture(Texture *texture)
Height map for parallax (R channel; white = raised). nullptr disables sampling.
Definition RenderSystem3D.cpp:256
void setPart(int index, const std::string &name, Mesh *mesh, Material *material)
Bind a named mesh+material part (e.g. Assimp submesh / body region). index 0..kMaxParts-1....
Definition RenderSystem3D.cpp:272
void setTexCellBomb(float cellScale, float strength, float rotAmount=1.f)
Texture cell bombing — random per-cell UV offset/rotation blended across a 2×2 neighborhood to hide t...
Definition RenderSystem3D.cpp:329
float getTexCellBombScale()
Definition RenderSystem3D.cpp:336
void setTint(float r, float g, float b, float a=1.f)
Definition RenderSystem3D.cpp:317
void setMetallic(float metallic)
Definition RenderSystem3D.cpp:325
void setTexture(Texture *texture)
Definition RenderSystem3D.cpp:252
void setReceiveLight(bool receive)
Definition RenderSystem3D.cpp:360
void setShader(Shader *shader)
Definition RenderSystem3D.cpp:258
void setMaterial(Material *material)
Attach a Material that packages shading method + surface params.
Definition RenderSystem3D.cpp:260
void setParallax(float scale, float minLayers=8.f, float maxLayers=32.f)
Parallax occlusion mapping. scale 0 disables (default). Typical scale 0.02..0.08. Requires a height t...
Definition RenderSystem3D.cpp:342
void setPosition(float x, float y, float z)
Definition RenderSystem3D.cpp:225
void setXRayShader(Shader *shader)
Attach an X-ray mesh shader (see Shader::setXray) for occluded silhouettes.
Definition RenderSystem3D.cpp:264
float getTexCellBombStrength()
Definition RenderSystem3D.cpp:338
void setXRayHighlight(bool on)
When true, this entity is an X-ray target: its G-buffer pixels are replaced by occluders and it is re...
Definition RenderSystem3D.cpp:268
Mesh * getPartMesh(int index)
Definition RenderSystem3D.cpp:301
void setCastShadow(bool cast)
Definition RenderSystem3D.cpp:362
bool getXRayHighlight()
Definition RenderSystem3D.cpp:270
float getParallaxScale()
Definition RenderSystem3D.cpp:352
void setMeshLod(int index, Mesh *mesh, float switchDistance=0.f)
Configure geometric LOD. index 0 = highest detail. For index > 0, switchDistance is the camera distan...
Definition RenderSystem3D.cpp:372
void setRoughness(float roughness)
Definition RenderSystem3D.cpp:327
void setScale(float sx, float sy, float sz)
Definition RenderSystem3D.cpp:243
void setReceiveShadow(bool receive)
Definition RenderSystem3D.cpp:364
void setVisible(bool visible)
Definition RenderSystem3D.cpp:358
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
One mesh + material slot on a multi-part model (Assimp mesh / body region). When Material* is null,...
Definition Material.h:134
bool usesParts() const
Definition RenderSystem3D.h:155
float texBombScale
Definition RenderSystem3D.h:108
bool receiveLight
Definition RenderSystem3D.h:115
Texture * normalTexture
Definition RenderSystem3D.h:91
bool xrayHighlight
Definition RenderSystem3D.h:104
float parallaxScale
Definition RenderSystem3D.h:111
float lodDistances[kMaxLodLevels - 1]
Definition RenderSystem3D.h:137
float texBombStrength
Definition RenderSystem3D.h:109
float parallaxMinLayers
Definition RenderSystem3D.h:112
ModelPart parts[kMaxParts]
Definition RenderSystem3D.h:128
bool castOcclusion
Definition RenderSystem3D.h:118
float texBombRot
Definition RenderSystem3D.h:110
int partCount
Multi-part model slots (one mesh + material per Assimp mesh / body region). When partCount > 0,...
Definition RenderSystem3D.h:127
int lodLevelForDistance(float distance) const
Definition RenderSystem3D.h:148
float parallaxMaxLayers
Definition RenderSystem3D.h:113
Texture * heightTexture
Definition RenderSystem3D.h:92
Mesh * lodMeshes[kMaxLodLevels]
Definition RenderSystem3D.h:136
bool receiveShadow
Definition RenderSystem3D.h:117
bool effectiveCastShadow() const
Definition RenderSystem3D.h:162
Shader * xrayShader
Optional X-ray shader used to paint this entity's occluded silhouette (see Shader::setXray)....
Definition RenderSystem3D.h:103
static constexpr int kMaxLodLevels
Definition RenderSystem3D.h:86
int lodCount
Optional geometric LOD. When lodCount > 0, lodMeshes[0..lodCount) are used instead of mesh based on c...
Definition RenderSystem3D.h:135
bool effectiveHair() const
Definition RenderSystem3D.h:157
bool isHair
Alpha-blended hair/fur card pass (drawn after opaque meshes, back-to-front).
Definition RenderSystem3D.h:120
Mesh * meshForDistance(float distance) const
Pick LOD mesh for a camera distance; falls back to mesh when LOD disabled.
Definition RenderSystem3D.h:140
static constexpr int kMaxParts
Definition RenderSystem3D.h:87
Material * material
Optional packed material; when set, overrides texture/shader/PBR fields below.
Definition RenderSystem3D.h:95