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Volumetric.h
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Definition Canvas.h:16
Definition Graphics.h:56
GPU texture created via Graphics::newTexture. Owns GPU resources through an opaque backend handle.
Definition Texture.h:17
void scatter(Graphics *gfx, Texture *occlusion)
Scatter-only: occlusion → shafts with alpha (draw over a prior scene). Writes to the currently bound ...
Definition Volumetric.cpp:480
void scatterTo(Graphics *gfx, Texture *occlusion, Canvas *dest)
Same as scatter but into an explicit destination.
Definition Volumetric.cpp:485
Volumetric & operator=(const Volumetric &)=delete
float getFloat(const std::string &name) const
Definition Volumetric.cpp:365
void drawOccluder(Graphics *gfx, Drawable *drawable, const glm::mat4 &matrix)
Drawable occlusion (respects Drawable::getCastOcclusion).
Definition Volumetric.cpp:448
void setMode(const std::string &mode)
"screenspace" | "raymarch" | "fog" — selects which shader params quality tweaks.
Definition Volumetric.cpp:233
void setLightScreenPos(float x, float y, float width, float height)
Pixel-space helper (converts with width/height).
Definition Volumetric.cpp:253
void beginOcclusionMap(Graphics *gfx, float lightPixelX, float lightPixelY, float lightRadiusPixels=24.f)
Clear the current canvas to black and draw a bright light disc (start of an occlusion map)....
Definition Volumetric.cpp:436
void applyFromScene(Graphics *gfx, Texture *scene)
Single-pass: treat source as the scene (bright regions ≈ light), add shafts + dust/fog onto it....
Definition Volumetric.cpp:494
Volumetric(const Volumetric &)=delete
void drawOccluders2D(Graphics *gfx)
Draw all visible Renderable2D with castOcclusion into the current canvas as black silhouettes (shadow...
Definition Volumetric.cpp:464
void rayMarchTo(Graphics *gfx, Texture *linearDepth, Canvas *dest)
Definition Volumetric.cpp:513
void setFogHeightFalloff(float falloff)
Definition Volumetric.cpp:333
void setLightScreenUV(float u, float v)
Light position in UV (0..1), origin top-left to match 2D UVs.
Definition Volumetric.cpp:243
void rayMarch(Graphics *gfx, Texture *linearDepth)
Ray march participating media using a linear-depth texture (R channel, 0=near .. 1=far)....
Definition Volumetric.cpp:508
void setCamera(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ, float fovYDeg, float aspect, float nearZ, float farZ)
Camera for ray march reconstruction (RH + ZO). Builds inv(viewProj) and near/far used by rayMarch*.
Definition Volumetric.cpp:278
void setInvViewProj(const glm::mat4 &invViewProj)
Raw inverse view-projection (column-major, matching glm).
Definition Volumetric.cpp:272
void setIntensity(float intensity)
Definition Volumetric.cpp:314
bool hasParam(const std::string &name) const
Definition Volumetric.cpp:353
float getLightScreenU() const
Definition Volumetric.cpp:250
void setLightDirection(float dx, float dy, float dz)
World-space direction toward the lit surface (ray march / phase).
Definition Volumetric.cpp:259
void setFloat(const std::string &name, float value)
Definition Volumetric.cpp:358
void setShaftColor(float r, float g, float b)
Definition Volumetric.cpp:296
void setQuality(const std::string &quality)
"low" | "medium" | "high" (unknown → medium).
Definition Volumetric.cpp:228
Texture * newLinearDepthTexture(Graphics *gfx, int width, int height, float(*depth01)(int x, int y, void *userdata), void *userdata)
Build an RGBA8 texture with linear depth in R (G=B=R, A=255). depth01(x,y) should return values in [0...
Definition Volumetric.cpp:536
void setFogHeight(float worldY)
Height fog: denser near world Y = fogHeight; falloff is 1/meters scale.
Definition Volumetric.cpp:328
void applyFromSceneTo(Graphics *gfx, Texture *scene, Canvas *dest)
Definition Volumetric.cpp:499
float getLightScreenV() const
Definition Volumetric.cpp:251
void applyFogTo(Graphics *gfx, Texture *linearDepth, Canvas *dest)
Definition Volumetric.cpp:527
void drawOccluderTexture(Graphics *gfx, Texture *texture, float x, float y, float w, float h)
Definition Volumetric.cpp:458
void setFogStart(float startDistance)
View-distance ramp where fog appears (world units along the ray).
Definition Volumetric.cpp:338
~Volumetric()
void applyFog(Graphics *gfx, Texture *linearDepth)
Volumetric height/distance fog from a linear-depth texture. Writes fog RGB with alpha = 1-transmittan...
Definition Volumetric.cpp:522
Shader * getRayMarchShader() const
Definition Volumetric.h:153
void drawOccluderSolid(Graphics *gfx, float x, float y, float w, float h)
Convenience 2D black silhouette (solid or textured alpha).
Definition Volumetric.cpp:453
int resolutionFor(int fullSize) const
Downscale helper: returns floor(dim / downscale), at least 1. Callers create occlusion / scatter canv...
Definition Volumetric.cpp:392
void setFogColor(float r, float g, float b)
Definition Volumetric.cpp:305
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