载入中...
搜索中...
未找到
eve::graphics::RenderSystem3D类 参考

EVENGINE_API_BACKENDS public API. 更多...

#include <RenderSystem3D.h>

Public 类型

using CaptureExtraDrawer = std::function< void(Graphics &gfx, const Camera3D::Data &cam, const glm::mat4 &viewProj, float aspect, uint32_t reflectionCaptureMask)>
 Draw custom forward geometry into reflection-probe and preview captures.
 
using ForwardExtraDrawer = std::function< void(Graphics &gfx, const Camera3D::Data &cam, const glm::mat4 &viewProj, float aspect)>
 Draw custom opaque geometry after the main scene pass is open. @thread Register, unregister and invoke on the graphics thread. @reentrancy The callback must not mutate this contributor registry.
 
using GpuOpaqueCollector = std::function< void(Graphics &gfx, const Camera3D::Data &cam, const glm::mat4 &viewProj, float aspect, std::vector< GpuInstance > &instances)>
 Collect non-ECS geometry for the normal GPU-driven opaque submission.
 
using GBufferExtraDrawer = std::function< void(Graphics &gfx, const Camera3D::Data &cam, const glm::mat4 &viewProj, float aspect)>
 Register a callback that fills the G-buffer (depth/normal/albedo) for geometry outside the Renderable3D ECS (e.g. sprite-stack slices). Called inside the GBuffer pass after opaque meshes, before endGBufferPass. The camera data and view-projection match the pass camera.
 
using DecalExtraDrawer = std::function< void(Graphics &gfx, const Camera3D::Data &cam, const glm::mat4 &viewProj, float aspect)>
 Register a callback that draws screen-space decals (box-projected volumes writing the DecalLayer) after the G-buffer fill and before the forward pass. Invoked between gfx.beginDecalPass / endDecalPass; call gfx.drawDecal(...) there (optionally gfx.setDecalCamera first).
 
using ShadowExtraDrawer = std::function< void(Graphics &gfx, const glm::mat4 &lightVP, const Camera3D::Data &cam)>
 Register a callback that casts shadows for geometry outside the Renderable3D ECS (e.g. sprite-stack slices). Invoked inside each CSM cascade pass with that cascade's light-view-projection; call gfx.drawMeshShadowAlpha(...) / drawMeshShadow(...) there. When no Light3D casts shadows but drawers are registered, the legacy directional light is used as the shadow source.
 

静态 Public 成员函数

static void render (Graphics &gfx)
 Renders .
 
static void renderToCanvas (Graphics &gfx, Canvas *target, Camera3D *camera, uint32_t reflectionCaptureMask=0xffffffffu, float lodDistanceScale=1.f, bool includeTransparent=true, bool useClusteredLighting=true, Texture *skyFaceTexture=nullptr, Mesh *skyQuad=nullptr, float skyFaceTextureScale=1.f)
 Forward 3D pass into an offscreen canvas using multipart materials, LOD, masked surfaces and sorted transparency. Shadow/G-buffer/AO remain disabled for incremental probe and editor-preview budgets.
 
static uint64_t addCaptureExtraDrawer (uint32_t reflectionCaptureMask, CaptureExtraDrawer drawer)
 Register custom forward geometry for offscreen captures.
 
static void removeCaptureExtraDrawer (uint64_t token)
 Unregister an offscreen capture contributor.
 
static uint64_t addForwardExtraDrawer (ForwardExtraDrawer drawer)
 Register a main forward-pass contributor.
 
static void removeForwardExtraDrawer (uint64_t token)
 Unregister a main forward-pass contributor.
 
static uint64_t addGpuOpaqueCollector (GpuOpaqueCollector collector)
 Register a GPU-driven opaque contributor.
 
static void removeGpuOpaqueCollector (uint64_t token)
 Unregister a GPU-driven opaque contributor.
 
static void addGBufferExtraDrawer (GBufferExtraDrawer drawer)
 Adds g buffer extra drawer.
 
static void addDecalExtraDrawer (DecalExtraDrawer drawer)
 Adds decal extra drawer.
 
static uint64_t addShadowExtraDrawer (ShadowExtraDrawer drawer)
 Adds shadow extra drawer.
 
static void removeShadowExtraDrawer (uint64_t token)
 Remove one shadow callback before destroying its captured state.
 
static void setDirectionalLight (float dx, float dy, float dz, float r, float g, float b)
 Legacy single directional light used when no enabled Light3D exists.
 

详细描述

EVENGINE_API_BACKENDS public API.

在文件 RenderSystem3D.h 第 496 行定义.

成员类型定义说明

◆ CaptureExtraDrawer

using eve::graphics::RenderSystem3D::CaptureExtraDrawer = std::function<void(Graphics& gfx, const Camera3D::Data& cam, const glm::mat4& viewProj, float aspect, uint32_t reflectionCaptureMask)>

Draw custom forward geometry into reflection-probe and preview captures.

参数
gfxGraphics backend receiving draw submissions.
camCapture camera and its independent environment-lighting snapshot.
viewProjCapture view-projection matrix.
aspectDestination aspect ratio.
reflectionCaptureMaskActive capture-layer mask.

在文件 RenderSystem3D.h 第 527 行定义.

◆ DecalExtraDrawer

using eve::graphics::RenderSystem3D::DecalExtraDrawer = std::function<void(Graphics& gfx, const Camera3D::Data& cam, const glm::mat4& viewProj, float aspect)>

Register a callback that draws screen-space decals (box-projected volumes writing the DecalLayer) after the G-buffer fill and before the forward pass. Invoked between gfx.beginDecalPass / endDecalPass; call gfx.drawDecal(...) there (optionally gfx.setDecalCamera first).

在文件 RenderSystem3D.h 第 598 行定义.

◆ ForwardExtraDrawer

using eve::graphics::RenderSystem3D::ForwardExtraDrawer = std::function<void(Graphics& gfx, const Camera3D::Data& cam, const glm::mat4& viewProj, float aspect)>

Draw custom opaque geometry after the main scene pass is open. @thread Register, unregister and invoke on the graphics thread. @reentrancy The callback must not mutate this contributor registry.

在文件 RenderSystem3D.h 第 549 行定义.

◆ GBufferExtraDrawer

using eve::graphics::RenderSystem3D::GBufferExtraDrawer = std::function<void(Graphics& gfx, const Camera3D::Data& cam, const glm::mat4& viewProj, float aspect)>

Register a callback that fills the G-buffer (depth/normal/albedo) for geometry outside the Renderable3D ECS (e.g. sprite-stack slices). Called inside the GBuffer pass after opaque meshes, before endGBufferPass. The camera data and view-projection match the pass camera.

在文件 RenderSystem3D.h 第 586 行定义.

◆ GpuOpaqueCollector

using eve::graphics::RenderSystem3D::GpuOpaqueCollector = std::function<void(Graphics& gfx, const Camera3D::Data& cam, const glm::mat4& viewProj, float aspect, std::vector<GpuInstance>& instances)>

Collect non-ECS geometry for the normal GPU-driven opaque submission.

参数
gfxGraphics backend receiving the eventual instance batch.
camActive default camera; borrowed for this callback only.
viewProjActive camera view-projection matrix.
aspectActive render-target aspect ratio.
instancesFrame-local destination; appended records are copied by the backend. @thread Register, unregister and invoke on the graphics thread. @reentrancy The callback must not mutate this contributor registry.

在文件 RenderSystem3D.h 第 569 行定义.

◆ ShadowExtraDrawer

using eve::graphics::RenderSystem3D::ShadowExtraDrawer = std::function<void(Graphics &gfx, const glm::mat4 &lightVP, const Camera3D::Data &cam)>

Register a callback that casts shadows for geometry outside the Renderable3D ECS (e.g. sprite-stack slices). Invoked inside each CSM cascade pass with that cascade's light-view-projection; call gfx.drawMeshShadowAlpha(...) / drawMeshShadow(...) there. When no Light3D casts shadows but drawers are registered, the legacy directional light is used as the shadow source.

参数
drawerRender-thread callback retained until its token is removed.
返回
Non-zero owner token, or zero when drawer is empty.

Render-thread affine. The callback must not add/remove shadow drawers or reenter RenderSystem3D. Keep the token and remove it before destroying any state captured by the callback. Registration performs no per-frame allocation.

在文件 RenderSystem3D.h 第 624 行定义.

成员函数说明

◆ addCaptureExtraDrawer()

uint64_t eve::graphics::RenderSystem3D::addCaptureExtraDrawer ( uint32_t  reflectionCaptureMask,
CaptureExtraDrawer  drawer 
)
static

Register custom forward geometry for offscreen captures.

参数
reflectionCaptureMaskLayers in which the contributor is visible.
drawerCallback invoked before the offscreen forward pass ends.
返回
Non-zero token accepted by removeCaptureExtraDrawer.

在文件 RenderSystem3D.cpp 第 481 行定义.

引用了 drawer, token , 以及 u.

被这些函数引用 eve::graphics::SkyAtmospherePass::attach(), eve::graphics::GrassField::GrassField(), eve::graphics::Water::Water() , 以及 eve::graphics::Waterfall::Waterfall().

◆ addDecalExtraDrawer()

void eve::graphics::RenderSystem3D::addDecalExtraDrawer ( DecalExtraDrawer  drawer)
static

Adds decal extra drawer.

在文件 RenderSystem3D.cpp 第 540 行定义.

引用了 drawer.

被这些函数引用 eve::decal::Decal::Decal().

◆ addForwardExtraDrawer()

uint64_t eve::graphics::RenderSystem3D::addForwardExtraDrawer ( ForwardExtraDrawer  drawer)
static

Register a main forward-pass contributor.

返回
Non-zero removal token, or zero when empty.

在文件 RenderSystem3D.cpp 第 496 行定义.

引用了 drawer , 以及 token.

被这些函数引用 eve::graphics::SkyAtmospherePass::attach().

◆ addGBufferExtraDrawer()

void eve::graphics::RenderSystem3D::addGBufferExtraDrawer ( GBufferExtraDrawer  drawer)
static

Adds g buffer extra drawer.

在文件 RenderSystem3D.cpp 第 476 行定义.

引用了 drawer.

◆ addGpuOpaqueCollector()

uint64_t eve::graphics::RenderSystem3D::addGpuOpaqueCollector ( GpuOpaqueCollector  collector)
static

Register a GPU-driven opaque contributor.

返回
Non-zero removal token, or zero for an empty callback.

在文件 RenderSystem3D.cpp 第 511 行定义.

引用了 collector , 以及 token.

被这些函数引用 eve::asset_procgen::TerrainVegetationRenderer::TerrainVegetationRenderer().

◆ addShadowExtraDrawer()

uint64_t eve::graphics::RenderSystem3D::addShadowExtraDrawer ( ShadowExtraDrawer  drawer)
static

Adds shadow extra drawer.

在文件 RenderSystem3D.cpp 第 526 行定义.

引用了 drawer , 以及 token.

被这些函数引用 eve::asset_procgen::TerrainVegetationRenderer::TerrainVegetationRenderer() , 以及 eve::fluids::VolumeFluidShadowCaster::update().

◆ removeCaptureExtraDrawer()

void eve::graphics::RenderSystem3D::removeCaptureExtraDrawer ( uint64_t  token)
static

Unregister an offscreen capture contributor.

参数
tokenToken returned by addCaptureExtraDrawer. Zero is ignored.

在文件 RenderSystem3D.cpp 第 488 行定义.

引用了 token.

被这些函数引用 eve::graphics::SkyAtmospherePass::detach(), eve::graphics::GrassField::~GrassField(), eve::graphics::Water::~Water() , 以及 eve::graphics::Waterfall::~Waterfall().

◆ removeForwardExtraDrawer()

void eve::graphics::RenderSystem3D::removeForwardExtraDrawer ( uint64_t  token)
static

Unregister a main forward-pass contributor.

参数
tokenToken returned by addForwardExtraDrawer.

在文件 RenderSystem3D.cpp 第 503 行定义.

引用了 token.

被这些函数引用 eve::graphics::SkyAtmospherePass::detach().

◆ removeGpuOpaqueCollector()

void eve::graphics::RenderSystem3D::removeGpuOpaqueCollector ( uint64_t  token)
static

Unregister a GPU-driven opaque contributor.

参数
tokenToken returned by addGpuOpaqueCollector.

在文件 RenderSystem3D.cpp 第 518 行定义.

引用了 token.

被这些函数引用 eve::asset_procgen::TerrainVegetationRenderer::~TerrainVegetationRenderer().

◆ removeShadowExtraDrawer()

void eve::graphics::RenderSystem3D::removeShadowExtraDrawer ( uint64_t  token)
static

Remove one shadow callback before destroying its captured state.

参数
tokenToken returned by addShadowExtraDrawer; zero/missing tokens are ignored.

Render-thread affine and must not be called from a shadow callback.

在文件 RenderSystem3D.cpp 第 533 行定义.

引用了 token.

被这些函数引用 eve::asset_procgen::TerrainVegetationRenderer::~TerrainVegetationRenderer() , 以及 eve::fluids::VolumeFluidShadowCaster::~VolumeFluidShadowCaster().

◆ render()

void eve::graphics::RenderSystem3D::render ( Graphics &  gfx)
static

Renders .

在文件 RenderSystem3D.cpp 第 713 行定义.

引用了 a, eve::graphics::ClusteredLightingUpload::active, eve::graphics::ShadowUpload::active, eve::Additive, albedo, eve::Alpha, eve::graphics::Outline::apply(), eve::graphics::AmbientOcclusion::applyFromGBuffer(), eve::graphics::GlobalIllumination::applyFromSceneTo(), eve::graphics::ScreenSpaceReflection::applyFromSceneTo(), b, eve::graphics::Graphics::begin3DFrame(), eve::graphics::Graphics::beginDecalPass(), eve::graphics::Graphics::beginGBufferPass(), eve::graphics::Graphics::beginShadowPass(), eve::graphics::LocalShadowSlot::bias, eve::graphics::Material::bind(), eve::graphics::Mesh::boundsCx, eve::graphics::Mesh::boundsCy, eve::graphics::Mesh::boundsCz, eve::graphics::Mesh::boundsRadius, eve::graphics::DepthPyramid::build(), eve::graphics::buildDirectionalCSM(), c, camera, camIdx, center, eve::graphics::GBuffer::clear(), clustered, eve::graphics::PrimitiveSceneCanvas3D::commands(), context, eve::graphics::ReflectionProbeUpload::count, eve::graphics::Lighting3DPack::count, cullViewProj, d, depth, eve::graphics::Lighting3DPack::diffuseProbeSh, dir, distSq, eve::graphics::Graphics::drawDeferredLighting(), drawer, eve::graphics::Graphics::drawMeshGBuffer(), eve::graphics::Graphics::drawMeshGBufferAlpha(), eve::graphics::Graphics::drawMeshShader(), eve::graphics::Graphics::drawMeshShaderInstances(), eve::graphics::Graphics::drawMeshShadow(), eve::graphics::Graphics::drawMeshShadowAlpha(), eve::graphics::IGraphics3D::drawPrimitiveScene(), eve::graphics::Graphics::drawTexturedRectShaderUV(), eve::graphics::Light3D::Data::dx, dx, eve::graphics::Light3D::Data::dy, dy, eve::graphics::Light3D::Data::dz, dz, eve::graphics::Material::effectiveShader(), eve::graphics::Graphics::endDecalPass(), eve::graphics::Graphics::endGBufferPass(), eve::graphics::Graphics::endShadowPass(), eve::graphics::RenderControl::ensureCompiled(), eve::graphics::Camera3D::Data::envIntensity, eve::graphics::Camera3D::Data::envMap, eve::graphics::Camera3D::Data::envProbeCenter, eve::graphics::Camera3D::Data::envProbeExtent, eye, eve::graphics::Camera3D::Data::farZ, fovRad, eve::graphics::Camera3D::Data::fovYDeg, eve::graphics::GBuffer::getAlbedoTexture(), eve::graphics::Material::getAlbedoTexture(), eve::graphics::Graphics::getBackendName(), eve::graphics::Graphics::getCanvas(), eve::graphics::Material::getCastShadow(), eve::graphics::GBuffer::getDepthTexture(), eve::graphics::Material::getDoubleSided(), eve::graphics::RenderControl::getGBuffer(), eve::graphics::Graphics::getHeight(), eve::graphics::Canvas::getHeight(), eve::graphics::GBuffer::getHwDepthTexture(), eve::graphics::DepthPyramid::getLevelCount(), eve::graphics::GBuffer::getNormalTexture(), eve::graphics::Graphics::getPixelHeight(), eve::graphics::Graphics::getPixelWidth(), eve::graphics::Graphics::getPrimitiveScene(), eve::graphics::GlobalIllumination::getQuality(), eve::graphics::ScreenSpaceReflection::getQuality(), eve::graphics::Material::getReceiveLight(), eve::graphics::Material::getReceiveShadow(), eve::graphics::ScreenSpaceReflection::getReflectionCanvas(), eve::graphics::RenderControl::getReflectionQuality(), eve::graphics::ScreenSpaceReflection::getReflectionTexture(), eve::graphics::Graphics::getRenderControl(), eve::graphics::Graphics::getSceneColorTexture(), eve::graphics::Material::getShadingModel(), eve::graphics::Material::getTintA(), eve::graphics::Material::getTintB(), eve::graphics::Material::getTintG(), eve::graphics::Material::getTintR(), eve::graphics::Graphics::getWidth(), eve::graphics::Canvas::getWidth(), eve::graphics::GlobalIllumination::getWorkingCanvas(), eve::graphics::GlobalIllumination::getWorkingTexture(), eve::graphics::Graphics::gpuDrivenCullBegin(), eve::graphics::Graphics::gpuDrivenCullEmit(), eve::graphics::Graphics::gpuDrivenCullEnabled(), eve::graphics::Graphics::gpuDrivenDrawOpaque(), eve::graphics::Graphics::gpuDrivenMaterialRecord(), eve::graphics::Graphics::gpuDrivenMaterialUsable(), eve::graphics::Graphics::gpuDrivenMeshRecord(), eve::graphics::Graphics::gpuDrivenOpenScenePass(), eve::graphics::Graphics::gpuDrivenRecordVisPass(), eve::graphics::Graphics::gpuDrivenReflectionProbeSlot(), eve::graphics::Graphics::gpuDrivenResolve(), eve::graphics::Graphics::gpuDrivenResolveWanted(), eve::graphics::Graphics::gpuDrivenScenePassPending(), eve::graphics::Graphics::gpuDrivenSetEnabled(), eve::graphics::Graphics::gpuDrivenSubmitOpaque(), eve::graphics::Graphics::gpuDrivenVgAssetId(), eve::graphics::Graphics::gpuDrivenVgComputeSection(), eve::graphics::Graphics::gpuDrivenVgSetInstance(), eve::graphics::Graphics::had3DThisFrame(), eve::graphics::Mesh::hasBounds(), eve::graphics::RenderControl::hasPass(), eve::graphics::Material::hasPbrSurface(), eve::graphics::DiffuseLightProbeRegistry::instance(), instances, eve::graphics::RenderControl::isEnabled(), eve::graphics::Material::isTransparentHair(), eve::graphics::GBuffer::isValid(), eve::graphics::ShadowConfig::kCascades, eve::graphics::kInvalidGpuDrivenSlot, eve::graphics::ClusteredLightConfig::kMaxLights, eve::graphics::Lighting3DPack::kMaxLights, level, eve::graphics::LocalShadowSlot::lightIndex, lighting, eve::graphics::LocalShadowSlot::lightVP, lodFadeReverse, lodWeight, eve::graphics::Masked, eve::graphics::meshInstanceRangeVisible(), metallic, eve::graphics::GpuInstance::model, model, mr, eve::graphics::Camera3D::Data::nearZ, eve::NoOp, eve::Opaque, eve::graphics::Opaque, p, eve::graphics::Material::pbrSurface(), eve::graphics::Graphics::pipelineAmbientOcclusion(), eve::graphics::Graphics::pipelineAntiAliasing(), eve::graphics::Graphics::pipelineDepthPyramid(), eve::graphics::Graphics::pipelineGlobalIllumination(), eve::graphics::Graphics::pipelineOutline(), eve::graphics::Graphics::pipelineReflectionComposite(), eve::graphics::Graphics::pipelineScreenSpaceReflection(), eve::graphics::Light3DGpu::posRadius, eve::Premultiplied, eve::graphics::AntiAliasing::prepareTemporalJitter(), eve::graphics::AntiAliasing::prepareTemporalObjectMotion(), eve::graphics::detail::prepareViewResources(), previous, eve::graphics::ReflectionProbeUpload::probes, range, roughness, eve::debug::rtBind(), eve::debug::rtDraw(), eve::debug::rtPassBegin(), eve::debug::rtPassEnd(), s, eve::graphics::DiffuseLightProbeRegistry::sample(), secondary, eve::graphics::DiffuseLightProbeRegistry::selectVolume(), eve::graphics::GlobalIllumination::setAlbedoTexture(), eve::graphics::Graphics::setCanvas(), eve::graphics::Outline::setClip(), eve::graphics::Graphics::setDecalCamera(), eve::graphics::GlobalIllumination::setDepthPyramid(), eve::graphics::ScreenSpaceReflection::setDepthPyramid(), eve::graphics::ScreenSpaceReflection::setEnabled(), eve::graphics::Graphics::setFinalSceneTexture(), eve::graphics::AmbientOcclusion::setIntensity(), eve::graphics::Graphics::setMesh3DCameraPos(), eve::graphics::Graphics::setMesh3DClip(), eve::graphics::Graphics::setMesh3DClusteredActive(), eve::graphics::Graphics::setMesh3DClusteredLighting(), eve::graphics::Graphics::setMesh3DEnv(), eve::graphics::Graphics::setMesh3DEnvProbe(), eve::graphics::Graphics::setMesh3DHeightTexture(), eve::graphics::Graphics::setMesh3DLighting(), eve::graphics::Graphics::setMesh3DMaterial(), eve::graphics::Graphics::setMesh3DNormalTexture(), eve::graphics::Graphics::setMesh3DPackedNormalMask(), eve::graphics::Graphics::setMesh3DParallax(), eve::graphics::Graphics::setMesh3DPbrSurface(), eve::graphics::Graphics::setMesh3DReflectionProbes(), eve::graphics::Graphics::setMesh3DSceneDepth(), eve::graphics::Graphics::setMesh3DShadowReceive(), eve::graphics::Graphics::setMesh3DShadows(), eve::graphics::Graphics::setMesh3DSkinInfluenceLimit(), eve::graphics::Graphics::setMesh3DSurface(), eve::graphics::Graphics::setMesh3DTexCellBomb(), eve::graphics::Graphics::setMesh3DView(), eve::graphics::Graphics::setMesh3DViewProj(), eve::graphics::AmbientOcclusion::setPower(), eve::graphics::AmbientOcclusion::setQuality(), eve::graphics::GlobalIllumination::setQuality(), eve::graphics::ScreenSpaceReflection::setQuality(), eve::graphics::AmbientOcclusion::setRadius(), eve::graphics::Graphics::setSceneAutoExposure(), eve::graphics::Graphics::setSceneBloom(), eve::graphics::Graphics::setSceneDepthOfField(), eve::graphics::Graphics::setSceneExposure(), eve::graphics::AntiAliasing::setTemporalCamera(), eve::graphics::GlobalIllumination::setTemporalMotionTexture(), eve::graphics::ScreenSpaceReflection::setTemporalMotionTexture(), eve::graphics::AntiAliasing::setTemporalViewProjection(), eve::graphics::GlobalIllumination::setWorldNormalTexture(), shader, eve::graphics::Light3D::Data::shadowBias, eve::graphics::Camera3D::Data::shadowLayerCullDistances, eve::graphics::Light3D::Data::shadowStrength, shadowStrength, skinInfluenceLimit, eve::graphics::Graphics::supportsDecal(), eve::graphics::Graphics::supportsGBufferPost(), eve::graphics::Graphics::supportsGpuDriven3D(), tb, tg, tint, tr, eve::graphics::Transparent, eve::graphics::PrimitiveSceneCanvas3D::triangles(), valid, eve::graphics::detail::validateInstancedRenderable(), eve::graphics::SceneDrawContext::view, view, viewProj , 以及 volume.

被这些函数引用 eve::graphics::Graphics::render3D().

◆ renderToCanvas()

void eve::graphics::RenderSystem3D::renderToCanvas ( Graphics &  gfx,
Canvas *  target,
Camera3D *  camera,
uint32_t  reflectionCaptureMask = 0xffffffffu,
float  lodDistanceScale = 1.f,
bool  includeTransparent = true,
bool  useClusteredLighting = true,
Texture *  skyFaceTexture = nullptr,
Mesh *  skyQuad = nullptr,
float  skyFaceTextureScale = 1.f 
)
static

Forward 3D pass into an offscreen canvas using multipart materials, LOD, masked surfaces and sorted transparency. Shadow/G-buffer/AO remain disabled for incremental probe and editor-preview budgets.

参数
gfxGraphics backend receiving draw submissions.
targetDestination Canvas.
cameraCamera used for view, lighting and environment state.
reflectionCaptureMaskObject-layer inclusion mask.
lodDistanceScaleMultiplier applied before selecting mesh LOD.
includeTransparentWhether transparent and hair surfaces are submitted.
useClusteredLightingWhether lights beyond the legacy pack use clustered shading.

在文件 RenderSystem3D.cpp 第 1728 行定义.

引用了 a, eve::graphics::ClusteredLightingUpload::active, eve::graphics::ShadowUpload::active, albedo, eve::Alpha, eve::graphics::Lighting3DPack::ambient, b, eve::graphics::Graphics::begin3DFrameToCanvas(), eve::graphics::buildClusteredLighting(), camera, eve::graphics::cameraProjectionVulkanRH_ZO(), clustered, eve::graphics::Lighting3DPack::diffuseProbeSh, direction, distance, eve::graphics::Graphics::drawMeshShader(), eve::graphics::Graphics::drawMeshShaderInstances(), dx, dy, dz, eye, fovRad, hair, eve::graphics::DiffuseLightProbeRegistry::instance(), eve::graphics::ClusteredLightConfig::kMaxLights, eve::graphics::Lighting3DPack::kMaxLights, level, lighting, lightProbeUsage, lodFadeReverse, lodWeight, eve::graphics::Masked, material, mesh, eve::graphics::meshInstanceRangeVisible(), model, mr, eve::Opaque, eve::graphics::Opaque, eve::graphics::perspectiveVulkanRH_ZO(), eve::graphics::Light3DGpu::posRadius, eve::graphics::detail::prepareViewResources(), range, eve::debug::rtDraw(), eve::graphics::DiffuseLightProbeRegistry::sample(), secondary, eve::graphics::DiffuseLightProbeRegistry::selectVolume(), eve::graphics::Graphics::setMesh3DCameraPos(), eve::graphics::Graphics::setMesh3DClip(), eve::graphics::Graphics::setMesh3DClusteredActive(), eve::graphics::Graphics::setMesh3DClusteredLighting(), eve::graphics::Graphics::setMesh3DEnv(), eve::graphics::Graphics::setMesh3DEnvProbe(), eve::graphics::Graphics::setMesh3DHeightTexture(), eve::graphics::Graphics::setMesh3DLighting(), eve::graphics::Graphics::setMesh3DMaterial(), eve::graphics::Graphics::setMesh3DNormalTexture(), eve::graphics::Graphics::setMesh3DParallax(), eve::graphics::Graphics::setMesh3DReflectionProbes(), eve::graphics::Graphics::setMesh3DShadowReceive(), eve::graphics::Graphics::setMesh3DShadows(), eve::graphics::Graphics::setMesh3DSurface(), eve::graphics::Graphics::setMesh3DTexCellBomb(), eve::graphics::Graphics::setMesh3DView(), eve::graphics::Graphics::setMesh3DViewProj(), eve::graphics::Graphics::setSceneAutoExposure(), eve::graphics::Graphics::setSceneBloom(), eve::graphics::Graphics::setSceneDepthOfField(), eve::graphics::Graphics::setSceneExposure(), shader, skinInfluenceLimit, sortPriority, speedTreeFade, target, tint, eve::graphics::Transparent, u, up, valid, eve::graphics::detail::validateInstancedRenderable(), view , 以及 volume.

被这些函数引用 eve::graphics::Graphics::renderScene3DToCanvas().

◆ setDirectionalLight()

void eve::graphics::RenderSystem3D::setDirectionalLight ( float  dx,
float  dy,
float  dz,
float  r,
float  g,
float  b 
)
static

Legacy single directional light used when no enabled Light3D exists.

在文件 RenderSystem3D.cpp 第 469 行定义.

引用了 b, d, dx, dy, dz, g , 以及 r.

被这些函数引用 eve::graphics::Graphics::setDirectionalLight().


该类的文档由以下文件生成: