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Water.h 文件参考
#include "graphics/Shader.h"
#include "graphics/WaterStyleConfig.h"
#include <cstdint>
#include <string>
#include <vector>
#include <glm/glm.hpp>

浏览源代码.

类

struct  eve::graphics::WaterMeshSettings
 Authored dimensions and density for Pcg-compatible procedural water geometry. 更多...
 
struct  eve::graphics::WaterGradientColorStop
 One linear RGB stop in a Pcg-compatible water depth gradient. 更多...
 
struct  eve::graphics::WaterGradientAlphaStop
 One linear alpha stop in a Pcg-compatible water depth gradient. 更多...
 
struct  eve::graphics::WaterDepthGradient
 Caller-owned color and alpha keys used to bake a water depth-ramp texture. 更多...
 
class  eve::graphics::Water
 Dynamic water surface with sky reflection and animated ripples. 更多...
 

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。
 

枚举

enum class  eve::graphics::WaterMeshType : std::uint8_t { eve::graphics::Plane = 0 , eve::graphics::Circle = 1 }
 Pcg procedural water mesh shape. Custom meshes remain caller-supplied Mesh resources. 更多...
 

函数

Result< int > eve::graphics::calculateWaterMeshTriangles (const WaterMeshSettings &settings)
 Calculate Pcg PWS_WaterSystem's triangle count without allocating a mesh.
 
Shader * eve::graphics::newWaterShader (Graphics *gfx)
 Create the embedded water fragment shader (owned by Graphics).