EVENGINE_API_BACKENDS public API. 更多...
#include <RenderSystem3D.h>
类 | |
| struct | MeshRenderer |
| struct | Transform3D |
| Transform3D public API. 更多... | |
Public 成员函数 | |
| void | release () override |
| Entity. | |
| void | setPosition (float x, float y, float z) |
| uint32_t | getEntityId () const |
| Return the table-local entity id used with getEntityGeneration(). | |
| uint32_t | getEntityGeneration () const |
| Return the generation required to reject stale entity ids. | |
| void | setRotation (float yaw, float pitch, float roll) |
| void | setYaw (float yaw) |
| float | getYaw () |
| void | setScale (float sx, float sy, float sz) |
| void | setMesh (Mesh *mesh) |
| Result< void > | setInstanceRange (const MeshInstanceRange &range) |
| Atomically set static instance range and bounds; render/update thread only. @ownership Metadata is copied into MeshRenderer; no caller references are retained. | |
| void | clearInstanceRange () |
| Remove runtime instance metadata on the update thread; no callbacks. | |
| Mesh * | getMesh () |
| Main (non-part) mesh attached via setMesh; nullptr when unset. | |
| void | setTexture (Texture *texture) |
| void | setNormalTexture (Texture *texture) |
| void | setPackedNormalMask (bool enabled) |
| Enable RG normal XY, B AO and A smoothness interpretation for the normal texture. | |
| void | setHeightTexture (Texture *texture) |
| Height map for parallax (R channel; white = raised). nullptr disables sampling. | |
| void | setShader (Shader *shader) |
| void | setMaterial (Material *material) |
| Attach a Material that packages shading method + surface params. | |
| Material * | getMaterial () |
| void | setXRayShader (Shader *shader) |
| Attach an X-ray mesh shader (see Shader::setXray) for occluded silhouettes. | |
| Shader * | getXRayShader () |
| void | setXRayHighlight (bool on) |
| When true, this entity is an X-ray target: its G-buffer pixels are replaced by occluders and it is redrawn with xrayShader so the part hidden behind buildings shows as a highlight silhouette (visible parts stay normal). | |
| bool | getXRayHighlight () |
| void | setPart (int index, const std::string &name, Mesh *mesh, Material *material) |
| Bind a named mesh+material part (e.g. Assimp submesh / body region). index 0..kMaxParts-1. Passing nullptr mesh clears that slot and trims partCount. | |
| void | setPartSortPriority (int index, int priority) |
| Override transparent sorting for one part without mutating its shared Material. | |
| void | clearPartSortPriority (int index) |
| Clear a part's per-instance sort override and use its Material priority. | |
| int | getPartSortPriority (int index) |
| Return the effective per-part or Material transparent sort priority. | |
| void | clearParts () |
| int | getPartCount () |
| std::string | getPartName (int index) |
| Mesh * | getPartMesh (int index) |
| Material * | getPartMaterial (int index) |
| void | setHair (bool hair) |
| bool | getHair () |
| void | setTint (float r, float g, float b, float a=1.f) |
| float | getTintR () |
| Return the field-backed material tint red channel. | |
| float | getTintG () |
| Return the field-backed material tint green channel. | |
| float | getTintB () |
| Return the field-backed material tint blue channel. | |
| float | getRoughness () |
| Return the field-backed material roughness. | |
| void | setMetallic (float metallic) |
| void | setRoughness (float roughness) |
| void | setTexCellBomb (float cellScale, float strength, float rotAmount=1.f) |
| Texture cell bombing — random per-cell UV offset/rotation blended across a 2×2 neighborhood to hide tiling. strength 0 disables (default). | |
| float | getTexCellBombScale () |
| float | getTexCellBombStrength () |
| float | getTexCellBombRotation () |
| void | setParallax (float scale, float minLayers=8.f, float maxLayers=32.f) |
| Parallax occlusion mapping. scale 0 disables (default). Typical scale 0.02..0.08. Requires a height texture via setHeightTexture. | |
| float | getParallaxScale () |
| float | getParallaxMinLayers () |
| float | getParallaxMaxLayers () |
| void | setVisible (bool visible) |
| bool | getVisible () |
| Return whether this renderable participates in scene rendering. | |
| void | setLayer (int layer) |
| Assign this renderable to a camera-culling layer in [0,31]. | |
| int | getLayer () |
| Return this renderable's camera-culling layer. | |
| void | setReflectionCaptureMask (int mask) |
| Set the bit mask used to include this object in reflection-probe captures. | |
| int | getReflectionCaptureMask () |
| Return the reflection-probe capture bit mask. | |
| void | setReceiveLight (bool receive) |
| Result< void > | setCustomLightProbe (float r, float g, float b) |
| Supply baked diffuse irradiance for LOD levels using CustomProvided light probes. | |
| Result< void > | setCustomLightProbeCoefficient (int coefficient, float r, float g, float b) |
| Set one L0..L2 RGB spherical-harmonic coefficient for CustomProvided mode. | |
| void | clearCustomLightProbe () |
| Clear the custom diffuse probe and restore the camera ambient value. | |
| void | setCastShadow (bool cast) |
| void | setReceiveShadow (bool receive) |
| void | setCastOcclusion (bool cast) |
| bool | getCastOcclusion () |
| void | setCamera (Camera3D *camera) |
| void | setMeshLod (int index, Mesh *mesh, float switchDistance=0.f) |
| Configure geometric LOD. index 0 = highest detail. For index > 0, switchDistance is the camera distance that selects this level (stored in lodDistances[index-1]). Passing nullptr mesh clears that slot. | |
| Result< void > | setMeshLodRendererState (int index, int skinQuality, int shadowCastingMode, bool receiveShadows, int motionVectorMode, bool skinnedMotionVectors, int lightProbeUsage, int reflectionProbeUsage) |
| Set one LOD's Pcg-compatible renderer policy using Unity enum numeric values. | |
| int | getMeshLodRendererState (int index, int field) |
| Return one LOD renderer policy field, or -1 for an invalid level/field. | |
| Result< void > | setMeshLodFadeWidth (int index, float width) |
| Configure per-level distance fade width. | |
| Result< void > | setMeshLodFadePolicy (int mode, bool animate, float duration) |
| Configure Unity LODFadeMode and deterministic time-driven transitions. | |
| Result< void > | advanceMeshLodTransition (float distance, float dt) |
| Advance an animated transition using caller-injected distance and dt. | |
| int | getMeshLodSecondaryLevelAtDistance (float distance) |
| Return secondary LOD selected for a fade, or -1 for cull/no secondary. | |
| float | getMeshLodSecondaryWeightAtDistance (float distance) |
| Return secondary LOD weight in [0,1]. | |
| void | setMeshLodCullDistance (float distance) |
| Set the distance that culls the whole mesh LOD chain; zero disables culling. | |
| float | getMeshLodCullDistance () |
| Return the mesh LOD culling distance; zero means disabled. | |
| void | clearMeshLod () |
| int | getMeshLodCount () |
| int | getMeshLodLevelAtDistance (float distance) |
详细描述
EVENGINE_API_BACKENDS public API.
在文件 RenderSystem3D.h 第 204 行定义.
成员函数说明
◆ advanceMeshLodTransition()
| Result< void > eve::graphics::Renderable3D::advanceMeshLodTransition | ( | float | distance, |
| float | dt | ||
| ) |
Advance an animated transition using caller-injected distance and dt.
在文件 Renderable3D.cpp 第 306 行定义.
引用了 distance, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, mr, eve::Result< T >::success() , 以及 target.
◆ clearCustomLightProbe()
| void eve::graphics::Renderable3D::clearCustomLightProbe | ( | ) |
Clear the custom diffuse probe and restore the camera ambient value.
在文件 Renderable3D.cpp 第 362 行定义.
◆ clearInstanceRange()
| void eve::graphics::Renderable3D::clearInstanceRange | ( | ) |
Remove runtime instance metadata on the update thread; no callbacks.
在文件 RenderableInstances.cpp 第 28 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ clearMeshLod()
| void eve::graphics::Renderable3D::clearMeshLod | ( | ) |
◆ clearParts()
| void eve::graphics::Renderable3D::clearParts | ( | ) |
在文件 Renderable3D.cpp 第 95 行定义.
引用了 eve::graphics::Renderable3D::MeshRenderer::kMaxParts , 以及 mr.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ clearPartSortPriority()
| void eve::graphics::Renderable3D::clearPartSortPriority | ( | int | index | ) |
Clear a part's per-instance sort override and use its Material priority.
在文件 Renderable3D.cpp 第 80 行定义.
引用了 index, eve::graphics::Renderable3D::MeshRenderer::kMaxParts , 以及 mr.
被这些函数引用 eve::avatar::AvatarInstance::defineEquipmentSkinnedVisual3D() , 以及 eve::graphics::detail::exposeRenderable3DBindings().
◆ getCastOcclusion()
| bool eve::graphics::Renderable3D::getCastOcclusion | ( | ) |
在文件 Renderable3D.cpp 第 184 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getEntityGeneration()
|
inline |
Return the generation required to reject stale entity ids.
在文件 RenderSystem3D.h 第 349 行定义.
引用了 generation.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings() , 以及 eve::procgen::PcgMeshLodBackup::restore().
◆ getEntityId()
|
inline |
Return the table-local entity id used with getEntityGeneration().
在文件 RenderSystem3D.h 第 347 行定义.
引用了 id.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings() , 以及 eve::procgen::PcgMeshLodBackup::restore().
◆ getHair()
| bool eve::graphics::Renderable3D::getHair | ( | ) |
在文件 Renderable3D.cpp 第 125 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getLayer()
| int eve::graphics::Renderable3D::getLayer | ( | ) |
Return this renderable's camera-culling layer.
在文件 Renderable3D.cpp 第 340 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getMaterial()
| Material * eve::graphics::Renderable3D::getMaterial | ( | ) |
@ownership Returns a borrowed material. @lifetime Valid while its Graphics resource is live.
在文件 Renderable3D.cpp 第 50 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getMesh()
| Mesh * eve::graphics::Renderable3D::getMesh | ( | ) |
Main (non-part) mesh attached via setMesh; nullptr when unset.
@ownership Returns a borrowed mesh. @lifetime Valid while its Graphics resource is live.
在文件 Renderable3D.cpp 第 36 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getMeshLodCount()
| int eve::graphics::Renderable3D::getMeshLodCount | ( | ) |
在文件 Renderable3D.cpp 第 243 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getMeshLodCullDistance()
| float eve::graphics::Renderable3D::getMeshLodCullDistance | ( | ) |
Return the mesh LOD culling distance; zero means disabled.
在文件 Renderable3D.cpp 第 332 行定义.
◆ getMeshLodLevelAtDistance()
| int eve::graphics::Renderable3D::getMeshLodLevelAtDistance | ( | float | distance | ) |
在文件 Renderable3D.cpp 第 245 行定义.
引用了 distance.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getMeshLodRendererState()
| int eve::graphics::Renderable3D::getMeshLodRendererState | ( | int | index, |
| int | field | ||
| ) |
Return one LOD renderer policy field, or -1 for an invalid level/field.
在文件 Renderable3D.cpp 第 290 行定义.
◆ getMeshLodSecondaryLevelAtDistance()
| int eve::graphics::Renderable3D::getMeshLodSecondaryLevelAtDistance | ( | float | distance | ) |
Return secondary LOD selected for a fade, or -1 for cull/no secondary.
在文件 Renderable3D.cpp 第 322 行定义.
◆ getMeshLodSecondaryWeightAtDistance()
| float eve::graphics::Renderable3D::getMeshLodSecondaryWeightAtDistance | ( | float | distance | ) |
Return secondary LOD weight in [0,1].
在文件 Renderable3D.cpp 第 327 行定义.
◆ getParallaxMaxLayers()
| float eve::graphics::Renderable3D::getParallaxMaxLayers | ( | ) |
在文件 Renderable3D.cpp 第 166 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getParallaxMinLayers()
| float eve::graphics::Renderable3D::getParallaxMinLayers | ( | ) |
在文件 Renderable3D.cpp 第 164 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getParallaxScale()
| float eve::graphics::Renderable3D::getParallaxScale | ( | ) |
在文件 Renderable3D.cpp 第 162 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getPartCount()
| int eve::graphics::Renderable3D::getPartCount | ( | ) |
在文件 Renderable3D.cpp 第 103 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getPartMaterial()
| Material * eve::graphics::Renderable3D::getPartMaterial | ( | int | index | ) |
在文件 Renderable3D.cpp 第 117 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getPartMesh()
| Mesh * eve::graphics::Renderable3D::getPartMesh | ( | int | index | ) |
在文件 Renderable3D.cpp 第 111 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getPartName()
| std::string eve::graphics::Renderable3D::getPartName | ( | int | index | ) |
在文件 Renderable3D.cpp 第 105 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getPartSortPriority()
| int eve::graphics::Renderable3D::getPartSortPriority | ( | int | index | ) |
Return the effective per-part or Material transparent sort priority.
在文件 Renderable3D.cpp 第 87 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getReflectionCaptureMask()
| int eve::graphics::Renderable3D::getReflectionCaptureMask | ( | ) |
Return the reflection-probe capture bit mask.
在文件 Renderable3D.cpp 第 174 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getRoughness()
|
inline |
Return the field-backed material roughness.
在文件 RenderSystem3D.h 第 420 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getTexCellBombRotation()
| float eve::graphics::Renderable3D::getTexCellBombRotation | ( | ) |
在文件 Renderable3D.cpp 第 150 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getTexCellBombScale()
| float eve::graphics::Renderable3D::getTexCellBombScale | ( | ) |
在文件 Renderable3D.cpp 第 146 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getTexCellBombStrength()
| float eve::graphics::Renderable3D::getTexCellBombStrength | ( | ) |
在文件 Renderable3D.cpp 第 148 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getTintB()
|
inline |
Return the field-backed material tint blue channel.
在文件 RenderSystem3D.h 第 418 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getTintG()
|
inline |
Return the field-backed material tint green channel.
在文件 RenderSystem3D.h 第 416 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getTintR()
|
inline |
Return the field-backed material tint red channel.
在文件 RenderSystem3D.h 第 414 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getVisible()
|
inline |
Return whether this renderable participates in scene rendering.
在文件 RenderSystem3D.h 第 441 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ getXRayHighlight()
| bool eve::graphics::Renderable3D::getXRayHighlight | ( | ) |
在文件 Renderable3D.cpp 第 58 行定义.
◆ getXRayShader()
| Shader * eve::graphics::Renderable3D::getXRayShader | ( | ) |
@ownership Returns a borrowed shader. @lifetime Valid while its Graphics resource is live.
在文件 Renderable3D.cpp 第 54 行定义.
◆ getYaw()
| float eve::graphics::Renderable3D::getYaw | ( | ) |
在文件 Renderable3D.cpp 第 25 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ release()
|
inlineoverride |
◆ setCamera()
| void eve::graphics::Renderable3D::setCamera | ( | Camera3D * | camera | ) |
在文件 Renderable3D.cpp 第 186 行定义.
引用了 camera.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setCastOcclusion()
| void eve::graphics::Renderable3D::setCastOcclusion | ( | bool | cast | ) |
在文件 Renderable3D.cpp 第 182 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setCastShadow()
| void eve::graphics::Renderable3D::setCastShadow | ( | bool | cast | ) |
在文件 Renderable3D.cpp 第 178 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setCustomLightProbe()
| Result< void > eve::graphics::Renderable3D::setCustomLightProbe | ( | float | r, |
| float | g, | ||
| float | b | ||
| ) |
Supply baked diffuse irradiance for LOD levels using CustomProvided light probes.
在文件 Renderable3D.cpp 第 342 行定义.
引用了 b, eve::Diagnostic::error(), eve::Result< T >::failure(), g, eve::InvalidArgument, r , 以及 eve::Result< T >::success().
◆ setCustomLightProbeCoefficient()
| Result< void > eve::graphics::Renderable3D::setCustomLightProbeCoefficient | ( | int | coefficient, |
| float | r, | ||
| float | g, | ||
| float | b | ||
| ) |
Set one L0..L2 RGB spherical-harmonic coefficient for CustomProvided mode.
在文件 Renderable3D.cpp 第 353 行定义.
引用了 b, eve::Diagnostic::error(), eve::Result< T >::failure(), g, eve::InvalidArgument, r , 以及 eve::Result< T >::success().
◆ setHair()
| void eve::graphics::Renderable3D::setHair | ( | bool | hair | ) |
在文件 Renderable3D.cpp 第 123 行定义.
引用了 hair.
被这些函数引用 eve::graphics::hair::configureCardLod() , 以及 eve::graphics::detail::exposeRenderable3DBindings().
◆ setHeightTexture()
| void eve::graphics::Renderable3D::setHeightTexture | ( | Texture * | texture | ) |
Height map for parallax (R channel; white = raised). nullptr disables sampling.
在文件 Renderable3D.cpp 第 44 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setInstanceRange()
| Result< void > eve::graphics::Renderable3D::setInstanceRange | ( | const MeshInstanceRange & | range | ) |
Atomically set static instance range and bounds; render/update thread only. @ownership Metadata is copied into MeshRenderer; no caller references are retained.
Requires one custom-shader mesh without skinning, LOD, hair, shadow or occlusion casting. Mutate outside render traversal; no callbacks are invoked.
- 返回
- Validation failure leaves the previous range unchanged. Actual GPU buffer
length is checked at submission, including after shader resource replacement.
在文件 RenderableInstances.cpp 第 19 行定义.
引用了 mr, range, eve::Result< T >::success(), valid, eve::graphics::detail::validateInstancedRenderable() , 以及 eve::graphics::validateMeshInstanceRange().
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setLayer()
| void eve::graphics::Renderable3D::setLayer | ( | int | layer | ) |
Assign this renderable to a camera-culling layer in [0,31].
在文件 Renderable3D.cpp 第 334 行定义.
引用了 EV_PARAM_CHECK , 以及 layer.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setMaterial()
| void eve::graphics::Renderable3D::setMaterial | ( | Material * | material | ) |
Attach a Material that packages shading method + surface params.
在文件 Renderable3D.cpp 第 48 行定义.
引用了 material.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings() , 以及 eve::weather::Weather::init().
◆ setMesh()
| void eve::graphics::Renderable3D::setMesh | ( | Mesh * | mesh | ) |
在文件 Renderable3D.cpp 第 34 行定义.
引用了 mesh.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings(), eve::weather::Weather::init() , 以及 eve::avatar::AvatarInstance::setMesh().
◆ setMeshLod()
Configure geometric LOD. index 0 = highest detail. For index > 0, switchDistance is the camera distance that selects this level (stored in lodDistances[index-1]). Passing nullptr mesh clears that slot.
在文件 Renderable3D.cpp 第 188 行定义.
引用了 index, eve::graphics::Renderable3D::MeshRenderer::kMaxLodLevels, mesh , 以及 mr.
被这些函数引用 eve::graphics::hair::configureCardLod(), eve::procgen::Procgen::configureGtsTerrainTileLods() , 以及 eve::graphics::detail::exposeRenderable3DBindings().
◆ setMeshLodCullDistance()
| void eve::graphics::Renderable3D::setMeshLodCullDistance | ( | float | distance | ) |
Set the distance that culls the whole mesh LOD chain; zero disables culling.
在文件 Renderable3D.cpp 第 233 行定义.
引用了 distance.
被这些函数引用 eve::procgen::Procgen::configureGtsTerrainTileLods().
◆ setMeshLodFadePolicy()
| Result< void > eve::graphics::Renderable3D::setMeshLodFadePolicy | ( | int | mode, |
| bool | animate, | ||
| float | duration | ||
| ) |
Configure Unity LODFadeMode and deterministic time-driven transitions.
在文件 Renderable3D.cpp 第 280 行定义.
引用了 duration, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, mr , 以及 eve::Result< T >::success().
◆ setMeshLodFadeWidth()
| Result< void > eve::graphics::Renderable3D::setMeshLodFadeWidth | ( | int | index, |
| float | width | ||
| ) |
Configure per-level distance fade width.
在文件 Renderable3D.cpp 第 272 行定义.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), index, eve::InvalidArgument, eve::graphics::Renderable3D::MeshRenderer::kMaxLodLevels, eve::Result< T >::success() , 以及 width.
◆ setMeshLodRendererState()
| Result< void > eve::graphics::Renderable3D::setMeshLodRendererState | ( | int | index, |
| int | skinQuality, | ||
| int | shadowCastingMode, | ||
| bool | receiveShadows, | ||
| int | motionVectorMode, | ||
| bool | skinnedMotionVectors, | ||
| int | lightProbeUsage, | ||
| int | reflectionProbeUsage | ||
| ) |
Set one LOD's Pcg-compatible renderer policy using Unity enum numeric values.
在文件 Renderable3D.cpp 第 248 行定义.
引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), index, eve::InvalidArgument, eve::graphics::Renderable3D::MeshRenderer::kMaxLodLevels, lightProbeUsage, state , 以及 eve::Result< T >::success().
◆ setMetallic()
| void eve::graphics::Renderable3D::setMetallic | ( | float | metallic | ) |
在文件 Renderable3D.cpp 第 135 行定义.
引用了 metallic.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setNormalTexture()
| void eve::graphics::Renderable3D::setNormalTexture | ( | Texture * | texture | ) |
在文件 Renderable3D.cpp 第 40 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setPackedNormalMask()
| void eve::graphics::Renderable3D::setPackedNormalMask | ( | bool | enabled | ) |
Enable RG normal XY, B AO and A smoothness interpretation for the normal texture.
在文件 Renderable3D.cpp 第 42 行定义.
引用了 enabled.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setParallax()
| void eve::graphics::Renderable3D::setParallax | ( | float | scale, |
| float | minLayers = 8.f, |
||
| float | maxLayers = 32.f |
||
| ) |
Parallax occlusion mapping. scale 0 disables (default). Typical scale 0.02..0.08. Requires a height texture via setHeightTexture.
在文件 Renderable3D.cpp 第 152 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setPart()
| void eve::graphics::Renderable3D::setPart | ( | int | index, |
| const std::string & | name, | ||
| Mesh * | mesh, | ||
| Material * | material | ||
| ) |
Bind a named mesh+material part (e.g. Assimp submesh / body region). index 0..kMaxParts-1. Passing nullptr mesh clears that slot and trims partCount.
在文件 Renderable3D.cpp 第 60 行定义.
引用了 index, eve::graphics::Renderable3D::MeshRenderer::kMaxParts, material, mesh, mr , 以及 name.
被这些函数引用 eve::avatar::AvatarInstance::bindSkinnedPart(), eve::avatar::AvatarInstance::defineEquipmentSkinnedVisual3D(), eve::graphics::detail::exposeRenderable3DBindings(), eve::avatar::AvatarInstance::syncEquipmentAppearance() , 以及 eve::avatar::AvatarInstance::unbindSkinnedPart().
◆ setPartSortPriority()
| void eve::graphics::Renderable3D::setPartSortPriority | ( | int | index, |
| int | priority | ||
| ) |
Override transparent sorting for one part without mutating its shared Material.
在文件 Renderable3D.cpp 第 73 行定义.
引用了 index, eve::graphics::Renderable3D::MeshRenderer::kMaxParts, mr , 以及 priority.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings() , 以及 eve::avatar::AvatarInstance::syncEquipmentAppearance().
◆ setPosition()
| void eve::graphics::Renderable3D::setPosition | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
◆ setReceiveLight()
| void eve::graphics::Renderable3D::setReceiveLight | ( | bool | receive | ) |
在文件 Renderable3D.cpp 第 176 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setReceiveShadow()
| void eve::graphics::Renderable3D::setReceiveShadow | ( | bool | receive | ) |
在文件 Renderable3D.cpp 第 180 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setReflectionCaptureMask()
| void eve::graphics::Renderable3D::setReflectionCaptureMask | ( | int | mask | ) |
Set the bit mask used to include this object in reflection-probe captures.
在文件 Renderable3D.cpp 第 170 行定义.
引用了 mask.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setRotation()
| void eve::graphics::Renderable3D::setRotation | ( | float | yaw, |
| float | pitch, | ||
| float | roll | ||
| ) |
在文件 Renderable3D.cpp 第 16 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setRoughness()
| void eve::graphics::Renderable3D::setRoughness | ( | float | roughness | ) |
在文件 Renderable3D.cpp 第 137 行定义.
引用了 roughness.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setScale()
| void eve::graphics::Renderable3D::setScale | ( | float | sx, |
| float | sy, | ||
| float | sz | ||
| ) |
在文件 Renderable3D.cpp 第 27 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings() , 以及 eve::hd2d::Sprite3D::setSize().
◆ setShader()
| void eve::graphics::Renderable3D::setShader | ( | Shader * | shader | ) |
在文件 Renderable3D.cpp 第 46 行定义.
引用了 shader.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setTexCellBomb()
| void eve::graphics::Renderable3D::setTexCellBomb | ( | float | cellScale, |
| float | strength, | ||
| float | rotAmount = 1.f |
||
| ) |
Texture cell bombing — random per-cell UV offset/rotation blended across a 2×2 neighborhood to hide tiling. strength 0 disables (default).
在文件 Renderable3D.cpp 第 139 行定义.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
◆ setTexture()
| void eve::graphics::Renderable3D::setTexture | ( | Texture * | texture | ) |
◆ setTint()
| void eve::graphics::Renderable3D::setTint | ( | float | r, |
| float | g, | ||
| float | b, | ||
| float | a = 1.f |
||
| ) |
◆ setVisible()
| void eve::graphics::Renderable3D::setVisible | ( | bool | visible | ) |
在文件 Renderable3D.cpp 第 168 行定义.
引用了 visible.
被这些函数引用 eve::graphics::applyWaterUnderwaterHorizon(), eve::avatar::AvatarInstance::defineEquipmentVisual3D(), eve::graphics::detail::exposeRenderable3DBindings(), eve::weather::Weather::init(), eve::hd2d::Sprite3D::setVisible(), eve::weather::Weather::update() , 以及 eve::hd2d::Sprite3D::~Sprite3D().
◆ setXRayHighlight()
| void eve::graphics::Renderable3D::setXRayHighlight | ( | bool | on | ) |
When true, this entity is an X-ray target: its G-buffer pixels are replaced by occluders and it is redrawn with xrayShader so the part hidden behind buildings shows as a highlight silhouette (visible parts stay normal).
在文件 Renderable3D.cpp 第 56 行定义.
◆ setXRayShader()
| void eve::graphics::Renderable3D::setXRayShader | ( | Shader * | shader | ) |
Attach an X-ray mesh shader (see Shader::setXray) for occluded silhouettes.
在文件 Renderable3D.cpp 第 52 行定义.
引用了 shader.
◆ setYaw()
| void eve::graphics::Renderable3D::setYaw | ( | float | yaw | ) |
在文件 Renderable3D.cpp 第 23 行定义.
引用了 yaw.
被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().
该类的文档由以下文件生成:
- src/modules/graphics/RenderSystem3D.h
- src/modules/graphics/Renderable3D.cpp
- src/modules/graphics/RenderableInstances.cpp