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eve::graphics::IGraphics3D 成员列表

成员的完整列表,这些成员属于 eve::graphics::IGraphics3D,包括所有继承而来的类成员

begin3DFrame()=0eve::graphics::IGraphics3Dpure virtual
begin3DFrameToCanvas(Canvas *canvas)=0eve::graphics::IGraphics3Dpure virtual
beginGBufferPass(int width, int height)=0eve::graphics::IGraphics3Dpure virtual
beginShadowPass(int cascadeIndex)=0eve::graphics::IGraphics3Dpure virtual
drawCanvasRGBA(Canvas *canvas, float x, float y, float w, float h, float r=1.f, float g=1.f, float b=1.f, float a=1.f)=0eve::graphics::IGraphics3Dpure virtual
drawMesh(Mesh *mesh, const glm::mat4 &model, Texture *texture, const Color &tint)=0eve::graphics::IGraphics3Dpure virtual
drawMeshGBuffer(Mesh *mesh, const glm::mat4 &mvp, const glm::mat4 &model, float nearZ, float farZ, Texture *albedo=nullptr, float tintR=1.f, float tintG=1.f, float tintB=1.f)=0eve::graphics::IGraphics3Dpure virtual
drawMeshGBufferAlpha(Mesh *mesh, const glm::mat4 &mvp, const glm::mat4 &model, float nearZ, float farZ, Texture *albedo=nullptr, float tintR=1.f, float tintG=1.f, float tintB=1.f)=0eve::graphics::IGraphics3Dpure virtual
drawMeshShader(Mesh *mesh, const glm::mat4 &model, Texture *texture, const Color &tint, Shader *shader)=0eve::graphics::IGraphics3Dpure virtual
drawMeshShadow(Mesh *mesh, const glm::mat4 &lightMVP)=0eve::graphics::IGraphics3Dpure virtual
drawMeshShadowAlpha(Mesh *mesh, const glm::mat4 &lightMVP, Texture *albedo=nullptr)=0eve::graphics::IGraphics3Dpure virtual
drawScene3DRGBA(float x, float y, float w, float h, float r=1.f, float g=1.f, float b=1.f, float a=1.f)=0eve::graphics::IGraphics3Dpure virtual
drawVoxelFaceInstances(const uint32_t *packed, int count, float originX, float originY, float originZ, const std::string &faceDir, Texture *atlas, int tilesPerRow=16, const uint32_t *ao=nullptr)=0eve::graphics::IGraphics3Dpure virtual
end3DFrameToCanvas()=0eve::graphics::IGraphics3Dpure virtual
endGBufferPass()=0eve::graphics::IGraphics3Dpure virtual
endShadowPass()=0eve::graphics::IGraphics3Dpure virtual
render3D()=0eve::graphics::IGraphics3Dpure virtual
renderScene3DToCanvas(Canvas *canvas, Camera3D *camera)=0eve::graphics::IGraphics3Dpure virtual
setCloudShadows(float strength, float worldCell, float time, float windSpeed, float windAngle, float coverage, float detail)=0eve::graphics::IGraphics3Dpure virtual
setDirectionalLight(float dx, float dy, float dz, float r=1.f, float g=1.f, float b=1.f)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DCameraPos(const glm::vec3 &eye)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DClip(float nearZ, float farZ)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DClusteredLighting(const ClusteredLightingUpload &upload)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DEnv(Texture *cube, float intensity)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DHeightTexture(Texture *height)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DLight(const glm::vec3 &dir, const glm::vec3 &color)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DLighting(const Lighting3DPack &pack)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DMaterial(float metallic, float roughness)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DNormalTexture(Texture *normal)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DParallax(float scale, float minLayers=8.f, float maxLayers=32.f)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DSceneDepth(Texture *depth)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DShadowReceive(bool receive)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DShadows(const ShadowUpload &upload)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DTexCellBomb(float cellScale, float strength, float rotAmount=1.f)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DView(const glm::mat4 &view)=0eve::graphics::IGraphics3Dpure virtual
setMesh3DViewProj(const glm::mat4 &viewProj)=0eve::graphics::IGraphics3Dpure virtual
~IGraphics3D()=defaulteve::graphics::IGraphics3Dvirtual