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
-
gfx Graphics backend receiving draw submissions. cam Capture camera and its independent environment-lighting snapshot. viewProj Capture view-projection matrix. aspect Destination aspect ratio. reflectionCaptureMask Active 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
-
gfx Graphics backend receiving the eventual instance batch. cam Active default camera; borrowed for this callback only. viewProj Active camera view-projection matrix. aspect Active render-target aspect ratio. instances Frame-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
-
drawer Render-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()
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static |
Register custom forward geometry for offscreen captures.
- 参数
-
reflectionCaptureMask Layers in which the contributor is visible. drawer Callback 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.
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()
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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()
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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.
◆ addGBufferExtraDrawer()
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static |
◆ addGpuOpaqueCollector()
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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.
被这些函数引用 eve::asset_procgen::TerrainVegetationRenderer::TerrainVegetationRenderer().
◆ addShadowExtraDrawer()
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static |
Adds shadow extra drawer.
在文件 RenderSystem3D.cpp 第 526 行定义.
被这些函数引用 eve::asset_procgen::TerrainVegetationRenderer::TerrainVegetationRenderer() , 以及 eve::fluids::VolumeFluidShadowCaster::update().
◆ removeCaptureExtraDrawer()
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static |
Unregister an offscreen capture contributor.
- 参数
-
token Token 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()
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static |
Unregister a main forward-pass contributor.
- 参数
-
token Token returned by addForwardExtraDrawer.
在文件 RenderSystem3D.cpp 第 503 行定义.
引用了 token.
◆ removeGpuOpaqueCollector()
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static |
Unregister a GPU-driven opaque contributor.
- 参数
-
token Token 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()
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static |
Remove one shadow callback before destroying its captured state.
- 参数
-
token Token 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()
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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()
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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
-
gfx Graphics backend receiving draw submissions. target Destination Canvas. camera Camera used for view, lighting and environment state. reflectionCaptureMask Object-layer inclusion mask. lodDistanceScale Multiplier applied before selecting mesh LOD. includeTransparent Whether transparent and hair surfaces are submitted. useClusteredLighting Whether 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.
◆ setDirectionalLight()
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static |
该类的文档由以下文件生成:
- src/modules/graphics/RenderSystem3D.h
- src/modules/graphics/RenderSystem3D.cpp