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#include "graphics/WaterUnderwaterEffects.h"#include "graphics/Graphics.h"#include "graphics/Volumetric.h"#include "graphics/RenderSystem3D.h"#include <algorithm>#include <cmath>命名空间 | |
| namespace | eve |
| Build metadata (engine git commit, build time, third-party version). | |
| namespace | eve::graphics |
| 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参数。 数据模型与渲染/交互逻辑见 CardTypes.h。 | |
函数 | |
| Result< void > | eve::graphics::advanceWaterUnderwaterEffects (WaterUnderwaterState &state, WaterUnderwaterOutput &output, const WaterUnderwaterSettings &settings, const WaterUnderwaterInput &input, const UnderwaterColorGradient &depthGradient, const UnderwaterColorGradient &timeGradient, const UnderwaterScalarCurve &postExposureCurve, const UnderwaterColorGradient &postColorGradient) |
| Advance Pcg underwater transitions and derive provider-neutral effects. | |
| Result< void > | eve::graphics::advanceWaterUnderwaterDisableTrigger (WaterUnderwaterDisableTriggerState &state, const WaterUnderwaterTriggerEvent &event, int expectedSensorTag, int expectedVisitorTag) |
| Apply one Box3D trigger event using Pcg DisableUnderwaterFXTrigger semantics. | |
| Result< void > | eve::graphics::applyWaterUnderwaterFog (Volumetric *volumetric, const WaterUnderwaterOutput &output, const WaterSurfaceFogSnapshot &surface) |
| Apply a water-effects snapshot to an existing EVEngine volumetric fog provider. | |
| Result< void > | eve::graphics::applyWaterUnderwaterPostFx (Graphics *graphics, Camera3D *camera, const WaterUnderwaterOutput &output, const WaterSurfacePostFxSnapshot &surface) |
| Apply underwater exposure and final-composite color to borrowed graphics providers. | |
| Result< void > | eve::graphics::applyWaterUnderwaterHorizon (Renderable3D *horizon, const WaterUnderwaterOutput &output) |
| Synchronize Pcg's underwater horizon mesh visibility. | |
| Result< void > | eve::graphics::applyWaterUnderwaterMaterial (Renderable3D *renderable, const WaterUnderwaterOutput &output, const WaterSurfaceMaterialSnapshot &surface) |
| Apply Pcg's per-frame underwater material color to a dedicated water renderable. | |