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WaterUnderwaterEffects.cpp 文件参考
#include "graphics/WaterUnderwaterEffects.h"
#include "graphics/Graphics.h"
#include "graphics/Volumetric.h"
#include "graphics/RenderSystem3D.h"
#include <algorithm>
#include <cmath>

浏览源代码.

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.