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#include "graphics/Shader.h"#include "graphics/WaterStyleConfig.h"#include <cstdint>#include <string>#include <vector>#include <glm/glm.hpp>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). | |