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eve::stylize 命名空间参考

命名空间

namespace  shaders
 

类

class  AfterimageEffect
 Fixed-rate owning transform history emitted as mesh-particle instances. 更多...
 
struct  AfterimageEffectConfig
 Fixed-rate model snapshot and fade controls for character afterimages. 更多...
 
struct  AreaIndicatorBuildResult
 Owning local-space mesh and terminal build status. 更多...
 
struct  AreaIndicatorConfig
 Geometry and edge-fade controls for one local-XZ area indicator. 更多...
 
struct  AttackVfxBudget
 Optional quality / budget knobs evaluated by later executor phases. 更多...
 
struct  AttackVfxFrame
 Owning result of one atomic orchestration step. 更多...
 
struct  AttackVfxFrameEvent
 Observable frame events emitted by advance/signal/stop. 更多...
 
struct  AttackVfxHandle
 Generation-qualified reference to one pooled attack VFX instance. 更多...
 
struct  AttackVfxInstanceState
 Owning observable state for one live instance. 更多...
 
struct  AttackVfxLayer
 One presentation layer slot inside a phase. 更多...
 
struct  AttackVfxLayerHandle
 Opaque executor-owned layer instance identity. 更多...
 
struct  AttackVfxLayerStartRequest
 Borrowed start context for one layer inside an entering phase. 更多...
 
struct  AttackVfxPalette
 RGB palette used as a skin tint (components in [0, 1]). 更多...
 
struct  AttackVfxPhase
 One timeline phase that owns zero or more layers. 更多...
 
struct  AttackVfxPhaseState
 Live observation of one phase inside an instance. 更多...
 
struct  AttackVfxRecipe
 Versioned attack VFX composition recipe. 更多...
 
class  AttackVfxRecipeSlot
 Transactional hot-reload boundary for one attack VFX recipe. A failed reload preserves both the previous recipe and revision. 更多...
 
struct  AttackVfxRequest
 Owning play request. 更多...
 
class  AttackVfxRuntime
 Deterministic pooled runtime for AttackVfxRecipe instances. 更多...
 
struct  AttackVfxSkin
 Reusable elemental / style skin applied at play time. 更多...
 
struct  AttackVfxSpatial
 Backend-neutral spatial binding stored on a layer. 更多...
 
struct  AttackVfxVec3
 Owning three-component float used at the recipe boundary. 更多...
 
struct  BeamBuildResult
 Owning beam generation result suitable for MeshEffectRenderer::submitTrail. 更多...
 
struct  BeamEffectConfig
 Shape and deterministic noise controls for one 3D beam or lightning arc. 更多...
 
class  BeamSkillEffect
 Gameplay-facing recipe for laser and lightning mesh effects. 更多...
 
class  IAttackVfxLayerExecutor
 Optional open backend for one AttackVfxLayerRole. 更多...
 
class  IMeshVfxBatchSink
 Immediate graphics-backend contract for a mesh VFX render queue. 更多...
 
struct  MeshEffectDrawSource
 Immediate borrowed inputs for drawing an effect over an existing mesh. 更多...
 
class  MeshEffectInstance
 Runtime state for a shader effect attached to a renderable mesh. 更多...
 
struct  MeshEffectPlayback
 Deterministic timing configuration for one mesh effect playback. 更多...
 
class  MeshEffectRenderer
 Render-thread adapter from stylize runtime state to Graphics mesh draws. 更多...
 
struct  MeshParticleAdvanceReport
 Observable result of advancing one mesh-particle emitter. 更多...
 
struct  MeshParticleBurst
 One repeatable emission event on an emitter timeline. 更多...
 
struct  MeshParticleColorKey
 One normalized-time color key used by mesh-particle gradients. 更多...
 
struct  MeshParticleDrawSource
 Borrowed mesh/material plus owning transform state for one mesh particle draw. 更多...
 
class  MeshParticleEmitter
 CPU-authoritative deterministic 3D mesh-particle emitter. 更多...
 
struct  MeshParticleEmitterConfig
 Deterministic simulation and emission settings for a 3D mesh emitter. 更多...
 
struct  MeshParticleInstance
 Render-facing immutable state of one live mesh particle. 更多...
 
struct  MeshParticleRenderInputs
 Complete planner and renderer inputs generated from one particle snapshot. 更多...
 
struct  MeshParticleScalarKey
 One normalized-time scalar key used by mesh-particle lifetime curves. 更多...
 
struct  MeshVfxAnimationDispatch
 Summary of lifecycle actions dispatched from one animation event batch. 更多...
 
struct  MeshVfxAnimationTriggers
 Animation notification names mapped to built-in Mesh VFX lifecycle actions. 更多...
 
struct  MeshVfxAsset
 Versioned, backend-neutral description of a real-time mesh effect. 更多...
 
class  MeshVfxAssetInstance
 Owning runtime instantiated from one immutable MeshVfxAsset snapshot. @ownership Owns all layer runtimes and the optional trail; target meshes remain borrowed by renderer resolution. @thread Simulation-thread affine. Rendering must consume layers on the render thread. @reentrancy Does not invoke callbacks. 更多...
 
class  MeshVfxAssetSlot
 Transactional hot-reload boundary for one mesh VFX asset. A failed reload preserves both the previous asset and revision. Filesystem watching belongs to the caller. @thread Affine to the owning asset/editor thread; no internal synchronization. 更多...
 
struct  MeshVfxBatchedDraw
 One ordered draw reference inside a render batch. 更多...
 
class  MeshVfxBatchExecutor
 Executes a planned render queue against one immediate backend sink. 更多...
 
struct  MeshVfxBatchKey
 Immutable GPU-state identity used to combine compatible draw items. 更多...
 
struct  MeshVfxBatchStats
 Summary of rejected or accepted queue entries. 更多...
 
struct  MeshVfxEventAsset
 Named gameplay/render marker on the primary layer's normalized playback timeline. 更多...
 
struct  MeshVfxFloatCurve
 Piecewise-linear parameter animation evaluated over one playback cycle. 更多...
 
struct  MeshVfxFloatKey
 One normalized key in a deterministic float parameter curve. 更多...
 
struct  MeshVfxLayerAsset
 One independently rendered layer in a mesh VFX asset. 更多...
 
struct  MeshVfxLodCandidate
 View-dependent input used to prioritize one mesh VFX instance. 更多...
 
struct  MeshVfxLodDecision
 Deterministic rendering decision for one input candidate. 更多...
 
struct  MeshVfxRenderBatch
 Consecutive compatible draws sharing GPU state. 更多...
 
class  MeshVfxRenderBatchPlanner
 Builds deterministic state batches while preserving alpha depth order. 更多...
 
struct  MeshVfxRendererCommand
 Concrete draw payload resolved for one batched stable instance ID. 更多...
 
struct  MeshVfxRenderItem
 One visible mesh VFX draw before sorting and batching. 更多...
 
struct  MeshVfxRenderQueue
 Complete deterministic queue consumed by a graphics backend. 更多...
 
class  MeshVfxScalabilityPlanner
 Selects mesh VFX quality under a deterministic per-view work budget. 更多...
 
struct  MeshVfxScalabilityPolicy
 Global deterministic quality and work budget for mesh VFX. 更多...
 
struct  MeshVfxSubmissionReport
 Counters and terminal state produced by queue execution. 更多...
 
struct  MeshVfxTrailBinding
 Authored root/tip attachment pair used to sample a weapon ribbon automatically. 更多...
 
struct  MotionEchoAdvanceReport
 Per-call observable sample and expiration counters. 更多...
 
struct  ProjectileTrailConfig
 Sampling, retention and ribbon appearance for a projectile trail. 更多...
 
class  ProjectileTrailEffect
 Time-resampled world-space trail for projectiles and dash effects. 更多...
 
class  SkillMeshEffect
 Owning runtime composition for one common gameplay mesh effect. 更多...
 
class  StyleChain
 Ordered multi-pass stylize pipeline (extension point). 更多...
 
struct  StyleDefinition
 Immutable capability metadata for one built-in stylization recipe. 更多...
 
class  StyleInstance
 Mutable parameter instance of an immutable built-in style definition. 更多...
 
struct  StyleParameterDesc
 Tooling metadata for one user-facing float parameter. 更多...
 
class  StylePass
 One stylized post-process pass bound to a style id (built-in or custom label). Draws a full-quad of the source texture through a style fragment shader. 更多...
 
class  StyleRecipe
 Compilable recipe of style instances sharing one pipeline stage. 更多...
 
class  Stylize
 Stylized / NPR rendering module — stable public surface for future expansion. 更多...
 
class  TrailEmitter
 Deterministic CPU sampler and ribbon mesh generator for weapon trails. 更多...
 
struct  TrailMeshSnapshot
 Owning CPU snapshot suitable for upload by a graphics adapter. 更多...
 
struct  TrailSample
 One retained pair of weapon root/tip positions. 更多...
 
struct  TrailSettings
 Sampling and retention policy for a weapon ribbon trail. 更多...
 
struct  TrailUploadData
 Packed owning arrays accepted by Graphics dynamic mesh upload APIs. 更多...
 
struct  TrailVertex
 Backend-neutral vertex emitted by TrailEmitter. 更多...
 

类型定义

using MeshEffectTargetHandle = eve::RuntimeHandle< MeshEffectTargetTag >
 

枚举

enum class  AreaIndicatorShape : std::uint8_t { Circle , Ring , Sector , Rectangle }
 Primitive footprint used by a world-space skill area indicator. 更多...
 
enum class  AreaIndicatorBuildStatus : std::uint8_t { Built , InvalidConfig }
 Observable terminal state of area-indicator mesh generation. 更多...
 
enum class  AttackVfxPhaseKind : std::uint8_t {
  Anticipate , Release , Travel , Impact ,
  Aftermath , Status
}
 Attack presentation phase along the cast → hit → linger timeline. 更多...
 
enum class  AttackVfxLayerRole : std::uint8_t {
  BlockingMesh , MeshVfx , Trail , Particles ,
  Decal , Distortion , Camera , Prefab ,
  Audio
}
 Which existing presentation backend a layer binds to. 更多...
 
enum class  AttackVfxStopBehavior : std::uint8_t { StopEmitting , ClearImmediately }
 Exit policy when a phase or instance stops. 更多...
 
enum class  AttackVfxSpatialAttachment : std::uint8_t { FollowTarget , FollowPositionOnly , WorldTransformAtStart }
 How a layer follows its resolved spatial anchor. 更多...
 
enum class  AttackVfxSpatialAnchor : std::uint8_t { Source , Target }
 Which request endpoint supplies the spatial anchor. 更多...
 
enum class  AttackVfxStopMode : std::uint8_t { StopEmitting , ClearImmediately , Cancel }
 How stop() tears down an instance. 更多...
 
enum class  BeamBuildStatus : std::uint8_t { Built , DegenerateInput , InvalidConfig }
 Observable terminal state of deterministic beam mesh generation. 更多...
 
enum class  BeamSkillPreset : std::uint8_t { Laser , Lightning , ChainLightning }
 Production-oriented beam behavior preset. 更多...
 
enum class  MeshEffectState {
  Stopped , FadingIn , Active , FadingOut ,
  Finished
}
 Playback phase of a mesh-attached visual effect. 更多...
 
enum class  MeshEffectSubmitStatus { Drawn , SkippedInactive , SkippedEmpty }
 Observable result of one mesh-effect submission. 更多...
 
enum class  MeshParticleShape : std::uint8_t { Point , Sphere , Box , Cone }
 Built-in volume used to place and orient newly spawned mesh particles. 更多...
 
enum class  MeshVfxSubmitStatus : std::uint8_t { Accepted , Skipped , Failed , DeviceUnavailable }
 Result of one synchronous backend submission operation. 更多...
 
enum class  MeshVfxQueueSubmitStatus : std::uint8_t { Complete , Partial , Failed , DeviceUnavailable }
 Aggregate completion state for one render queue submission. 更多...
 
enum class  MeshVfxBatchBlend : std::uint8_t { Additive , Alpha }
 Blend ordering contract used by the mesh VFX batch planner. 更多...
 
enum class  MeshVfxMeshUpdate : std::uint8_t { Reuse , Refresh }
 Whether an instance must refresh dynamic mesh data this frame. 更多...
 
enum class  MeshVfxLodTier : std::uint8_t { Full , Reduced , Minimal , Culled }
 Runtime quality tier selected for one mesh VFX instance. 更多...
 
enum class  SkillMeshEffectKind { WeaponSlash , ImpactFlash , ChargeAura , BurningBody }
 Built-in gameplay-oriented mesh VFX compositions. 更多...
 
enum class  TrailAppendResult { Added , StartedSegment , SkippedTooClose }
 Result of attempting to append one weapon-edge sample. 更多...
 

函数

AreaIndicatorBuildResult buildAreaIndicator (const AreaIndicatorConfig &config={})
 Generate a local-XZ area indicator compatible with dynamic mesh submission.
 
std::string_view attackVfxPhaseKindName (AttackVfxPhaseKind kind) noexcept
 Stable JSON spelling for a phase kind.
 
std::string_view attackVfxLayerRoleName (AttackVfxLayerRole role) noexcept
 Stable JSON spelling for a layer role.
 
std::string_view attackVfxStopBehaviorName (AttackVfxStopBehavior behavior) noexcept
 Stable JSON spelling for stop behavior.
 
std::string_view attackVfxSpatialAttachmentName (AttackVfxSpatialAttachment mode) noexcept
 Stable JSON spelling for spatial attachment.
 
std::string_view attackVfxSpatialAnchorName (AttackVfxSpatialAnchor anchor) noexcept
 Stable JSON spelling for spatial anchor.
 
BeamBuildResult buildBeamEffect (const glm::vec3 &start, const glm::vec3 &end, const glm::vec3 &cameraForward, const BeamEffectConfig &config={})
 Generate a camera-facing beam or branched lightning ribbon.
 
bool isEffectStyle (const std::string &style)
 True when style names one of the ported effect shaders.
 
const StyleDefinition * findEffectDefinition (const std::string &style)
 Effect-only StyleDefinition lookup, or nullptr when unknown.
 
int effectStyleCount ()
 Effect style count.
 
std::string effectStyleIdAt (int index)
 Effect style id at.
 
int effectParamCount (const std::string &style)
 Effect param count.
 
std::string effectParamName (const std::string &style, int index)
 Effect param name.
 
const StyleParameterDesc * findEffectParameter (const std::string &style, const std::string &name)
 Finds effect parameter.
 
const StyleParameterDesc * effectParameterAt (const std::string &style, int index)
 Effect parameter at.
 
void bindEffectPostUniforms (graphics::Shader *shader, const std::string &style)
 Binds effect post uniforms.
 
void bindEffectMeshUniforms (graphics::Shader *shader, const std::string &style)
 Binds effect mesh uniforms.
 
graphics::Shader * createEffectPostShader (graphics::Graphics *gfx, const std::string &style)
 Creates effect post shader.
 
graphics::Shader * createEffectMeshShader (graphics::Graphics *gfx, const std::string &style)
 Creates effect mesh shader.
 
image::ImageData * processImageCpu (image::ImageData *src, const std::string &style)
 CPU NPR helpers — returns a new RGBA8 ImageData (caller owns).
 
MeshParticleRenderInputs buildMeshParticleRenderInputs (std::span< const MeshParticleInstance > instances, MeshEffectInstance *effect, graphics::Mesh *mesh, graphics::Texture *albedo, const MeshVfxBatchKey &key, std::uint64_t emitterStableId, const glm::vec3 &cameraPosition, float projectionScalePixels, float maximumDistance, std::int32_t priority=0)
 Convert stable particle snapshots into the shared LOD/batch/render pipeline.
 
eve::Result< TrailUploadData > prepareTrailUpload (const TrailMeshSnapshot &snapshot)
 Validate and convert a ribbon snapshot into packed graphics arrays.
 
const StyleDefinition * findStyleDefinition (const std::string &style)
 Return a built-in definition, or nullptr when the id is unknown.
 
bool isKnownStyle (const std::string &style)
 True when known style.
 
int styleCount ()
 Style count.
 
std::string styleIdAt (int index)
 Style id at.
 
bool styleSupports (const std::string &style, const std::string &feature)
 Style supports.
 
int styleParamCount (const std::string &style)
 Style param count.
 
std::string styleParamName (const std::string &style, int index)
 Style param name.
 
const StyleParameterDesc * styleParameterAt (const std::string &style, int index)
 Style parameter at.
 
const StyleParameterDesc * findStyleParameter (const std::string &style, const std::string &name)
 Finds style parameter.
 
void bindPostUniforms (graphics::Shader *shader, const std::string &style)
 Binds post uniforms.
 
void bindMeshUniforms (graphics::Shader *shader, const std::string &style)
 Binds mesh uniforms.
 
graphics::Shader * createPostShader (graphics::Graphics *gfx, const std::string &style)
 Creates post shader.
 
graphics::Shader * createMeshShader (graphics::Graphics *gfx, const std::string &style)
 Creates mesh shader.
 
void registerStylizeAttackVfxExecutors ()
 
void unregisterStylizeAttackVfxExecutors ()
 
 Module_IMPL (Stylize, new Stylize())
 

类型定义说明

◆ MeshEffectTargetHandle

using eve::stylize::MeshEffectTargetHandle = typedef eve::RuntimeHandle<MeshEffectTargetTag>

在文件 MeshEffect.h 第 18 行定义.

枚举类型说明

◆ AreaIndicatorBuildStatus

enum class eve::stylize::AreaIndicatorBuildStatus : std::uint8_t
strong

Observable terminal state of area-indicator mesh generation.

枚举值
Built 
InvalidConfig 

在文件 AreaIndicatorEffect.h 第 28 行定义.

◆ AreaIndicatorShape

enum class eve::stylize::AreaIndicatorShape : std::uint8_t
strong

Primitive footprint used by a world-space skill area indicator.

枚举值
Circle 
Ring 
Sector 
Rectangle 

在文件 AreaIndicatorEffect.h 第 12 行定义.

◆ AttackVfxLayerRole

enum class eve::stylize::AttackVfxLayerRole : std::uint8_t
strong

Which existing presentation backend a layer binds to.

枚举值
BlockingMesh 

Untextured / placeholder mesh timing.

MeshVfx 

stylize::MeshVfxAsset URI.

Trail 

Ribbon / weapon trail.

Particles 

particles::ParticleEffect URI.

Decal 

Surface projection.

Distortion 

Local screen / scene-color warp.

Camera 

Impulse / FOV shake profile.

Prefab 

gameplay:prefab-spawn style mesh placeholder.

Audio 

presentation:audio* URI.

在文件 AttackVfxRecipe.h 第 40 行定义.

◆ AttackVfxPhaseKind

enum class eve::stylize::AttackVfxPhaseKind : std::uint8_t
strong

Attack presentation phase along the cast → hit → linger timeline.

枚举值
Anticipate 

Charge / windup.

Release 

Strike / muzzle / whip spawn.

Travel 

Projectile or sustained travel body.

Impact 

Hit burst / cones / flash.

Aftermath 

Smoke, debris, lingering embers.

Status 

Sustained target overlay (wet / burn / freeze).

在文件 AttackVfxRecipe.h 第 30 行定义.

◆ AttackVfxSpatialAnchor

enum class eve::stylize::AttackVfxSpatialAnchor : std::uint8_t
strong

Which request endpoint supplies the spatial anchor.

枚举值
Source 
Target 

在文件 AttackVfxRecipe.h 第 66 行定义.

◆ AttackVfxSpatialAttachment

enum class eve::stylize::AttackVfxSpatialAttachment : std::uint8_t
strong

How a layer follows its resolved spatial anchor.

枚举值
FollowTarget 
FollowPositionOnly 
WorldTransformAtStart 

在文件 AttackVfxRecipe.h 第 59 行定义.

◆ AttackVfxStopBehavior

enum class eve::stylize::AttackVfxStopBehavior : std::uint8_t
strong

Exit policy when a phase or instance stops.

枚举值
StopEmitting 

Stop new spawns; allow residual lifetime.

ClearImmediately 

Tear down owned presentation immediately.

在文件 AttackVfxRecipe.h 第 53 行定义.

◆ AttackVfxStopMode

enum class eve::stylize::AttackVfxStopMode : std::uint8_t
strong

How stop() tears down an instance.

枚举值
StopEmitting 

Mark stopping; phases honor layer stopBehavior later.

ClearImmediately 

Exit every phase and free the slot this call.

Cancel 

Alias of ClearImmediately for interrupt paths.

在文件 AttackVfxRuntime.h 第 36 行定义.

◆ BeamBuildStatus

enum class eve::stylize::BeamBuildStatus : std::uint8_t
strong

Observable terminal state of deterministic beam mesh generation.

枚举值
Built 
DegenerateInput 
InvalidConfig 

在文件 BeamEffect.h 第 30 行定义.

◆ BeamSkillPreset

enum class eve::stylize::BeamSkillPreset : std::uint8_t
strong

Production-oriented beam behavior preset.

枚举值
Laser 
Lightning 
ChainLightning 

在文件 BeamSkillEffect.h 第 16 行定义.

◆ MeshEffectState

enum class eve::stylize::MeshEffectState
strong

Playback phase of a mesh-attached visual effect.

枚举值
Stopped 
FadingIn 
Active 
FadingOut 
Finished 

在文件 MeshEffect.h 第 21 行定义.

◆ MeshEffectSubmitStatus

Observable result of one mesh-effect submission.

枚举值
Drawn 
SkippedInactive 
SkippedEmpty 

在文件 MeshEffectRenderer.h 第 52 行定义.

◆ MeshParticleShape

enum class eve::stylize::MeshParticleShape : std::uint8_t
strong

Built-in volume used to place and orient newly spawned mesh particles.

枚举值
Point 
Sphere 
Box 
Cone 

在文件 MeshParticleEmitter.h 第 17 行定义.

◆ MeshVfxBatchBlend

enum class eve::stylize::MeshVfxBatchBlend : std::uint8_t
strong

Blend ordering contract used by the mesh VFX batch planner.

枚举值
Additive 
Alpha 

在文件 MeshVfxRenderBatch.h 第 14 行定义.

◆ MeshVfxLodTier

enum class eve::stylize::MeshVfxLodTier : std::uint8_t
strong

Runtime quality tier selected for one mesh VFX instance.

枚举值
Full 
Reduced 
Minimal 
Culled 

在文件 MeshVfxScalability.h 第 13 行定义.

◆ MeshVfxMeshUpdate

enum class eve::stylize::MeshVfxMeshUpdate : std::uint8_t
strong

Whether an instance must refresh dynamic mesh data this frame.

枚举值
Reuse 
Refresh 

在文件 MeshVfxRenderBatch.h 第 39 行定义.

◆ MeshVfxQueueSubmitStatus

enum class eve::stylize::MeshVfxQueueSubmitStatus : std::uint8_t
strong

Aggregate completion state for one render queue submission.

枚举值
Complete 
Partial 
Failed 
DeviceUnavailable 

在文件 MeshVfxBatchSubmission.h 第 20 行定义.

◆ MeshVfxSubmitStatus

enum class eve::stylize::MeshVfxSubmitStatus : std::uint8_t
strong

Result of one synchronous backend submission operation.

枚举值
Accepted 
Skipped 
Failed 
DeviceUnavailable 

在文件 MeshVfxBatchSubmission.h 第 12 行定义.

◆ SkillMeshEffectKind

Built-in gameplay-oriented mesh VFX compositions.

枚举值
WeaponSlash 
ImpactFlash 
ChargeAura 
BurningBody 

在文件 SkillMeshEffect.h 第 13 行定义.

◆ TrailAppendResult

Result of attempting to append one weapon-edge sample.

枚举值
Added 
StartedSegment 
SkippedTooClose 

在文件 TrailEffect.h 第 24 行定义.

函数说明

◆ attackVfxLayerRoleName()

EVENGINE_API_WORLD std::string_view eve::stylize::attackVfxLayerRoleName ( AttackVfxLayerRole  role)
noexcept

Stable JSON spelling for a layer role.

在文件 AttackVfxRecipe.cpp 第 440 行定义.

引用了 Audio, BlockingMesh, Camera, Decal, Distortion, MeshVfx, Particles, Prefab , 以及 Trail.

◆ attackVfxPhaseKindName()

EVENGINE_API_WORLD std::string_view eve::stylize::attackVfxPhaseKindName ( AttackVfxPhaseKind  kind)
noexcept

Stable JSON spelling for a phase kind.

在文件 AttackVfxRecipe.cpp 第 428 行定义.

引用了 Aftermath, Anticipate, Impact, kind, Release, Status , 以及 Travel.

◆ attackVfxSpatialAnchorName()

EVENGINE_API_WORLD std::string_view eve::stylize::attackVfxSpatialAnchorName ( AttackVfxSpatialAnchor  anchor)
noexcept

Stable JSON spelling for spatial anchor.

在文件 AttackVfxRecipe.cpp 第 472 行定义.

引用了 anchor, Source , 以及 Target.

◆ attackVfxSpatialAttachmentName()

EVENGINE_API_WORLD std::string_view eve::stylize::attackVfxSpatialAttachmentName ( AttackVfxSpatialAttachment  mode)
noexcept

Stable JSON spelling for spatial attachment.

在文件 AttackVfxRecipe.cpp 第 463 行定义.

引用了 FollowPositionOnly, FollowTarget , 以及 WorldTransformAtStart.

◆ attackVfxStopBehaviorName()

EVENGINE_API_WORLD std::string_view eve::stylize::attackVfxStopBehaviorName ( AttackVfxStopBehavior  behavior)
noexcept

Stable JSON spelling for stop behavior.

在文件 AttackVfxRecipe.cpp 第 455 行定义.

引用了 ClearImmediately , 以及 StopEmitting.

◆ bindEffectMeshUniforms()

void eve::stylize::bindEffectMeshUniforms ( graphics::Shader *  shader,
const std::string &  style 
)

Binds effect mesh uniforms.

在文件 EffectShaders.cpp 第 230 行定义.

引用了 shader.

被这些函数引用 bindMeshUniforms() , 以及 createEffectMeshShader().

◆ bindEffectPostUniforms()

void eve::stylize::bindEffectPostUniforms ( graphics::Shader *  shader,
const std::string &  style 
)

Binds effect post uniforms.

Declare + seed default push-constant uniforms.

在文件 EffectShaders.cpp 第 218 行定义.

引用了 shader.

被这些函数引用 bindPostUniforms() , 以及 createEffectPostShader().

◆ bindMeshUniforms()

EVENGINE_API_WORLD void eve::stylize::bindMeshUniforms ( graphics::Shader *  shader,
const std::string &  style 
)

Binds mesh uniforms.

Declare + seed defaults for a mesh style shader.

在文件 StyleShaders.cpp 第 430 行定义.

引用了 bindEffectMeshUniforms(), isEffectStyle() , 以及 shader.

被这些函数引用 createMeshShader().

◆ bindPostUniforms()

void eve::stylize::bindPostUniforms ( graphics::Shader *  shader,
const std::string &  style 
)

Binds post uniforms.

Declare + seed default push-constant uniforms for a post style shader.

在文件 StyleShaders.cpp 第 321 行定义.

引用了 bindEffectPostUniforms(), isEffectStyle() , 以及 shader.

被这些函数引用 createPostShader().

◆ buildAreaIndicator()

EVENGINE_API_WORLD AreaIndicatorBuildResult eve::stylize::buildAreaIndicator ( const AreaIndicatorConfig &  config = {})

Generate a local-XZ area indicator compatible with dynamic mesh submission.

参数
configShape dimensions, tessellation and alpha controls copied for this build.
返回
Structured status and owning triangle mesh; invalid input yields an empty mesh. @thread Thread-safe CPU-only operation. @reentrancy Does not invoke callbacks or retain config.

在文件 AreaIndicatorEffect.cpp 第 54 行定义.

引用了 Built, Circle, halfWidth, eve::stylize::TrailMeshSnapshot::indices, eve::stylize::AreaIndicatorConfig::innerAlpha, eve::stylize::AreaIndicatorConfig::innerRadius, eve::stylize::AreaIndicatorConfig::length, eve::stylize::AreaIndicatorBuildResult::mesh, eve::stylize::AreaIndicatorConfig::outerAlpha, eve::stylize::AreaIndicatorConfig::radius, Rectangle, Ring, Sector, eve::stylize::AreaIndicatorConfig::sectorAngleRadians, eve::stylize::AreaIndicatorConfig::segments, eve::stylize::AreaIndicatorConfig::shape, eve::stylize::AreaIndicatorBuildResult::status, eve::stylize::TrailMeshSnapshot::vertices , 以及 eve::stylize::AreaIndicatorConfig::width.

◆ buildBeamEffect()

EVENGINE_API_WORLD BeamBuildResult eve::stylize::buildBeamEffect ( const glm::vec3 &  start,
const glm::vec3 &  end,
const glm::vec3 &  cameraForward,
const BeamEffectConfig &  config = {} 
)

Generate a camera-facing beam or branched lightning ribbon.

参数
startWorld-space beam origin.
endWorld-space beam destination.
cameraForwardNormalized direction from camera into the scene; normalized internally.
configSegment, taper, noise and branch controls copied for this build.
返回
Structured status and an owning triangle mesh; failures contain an empty mesh. @thread Thread-safe; performs deterministic CPU work only. @reentrancy Does not invoke callbacks or retain arguments.

在文件 BeamEffect.cpp 第 84 行定义.

引用了 eve::stylize::BeamEffectConfig::alphaEnd, eve::stylize::BeamEffectConfig::alphaStart, eve::stylize::BeamEffectConfig::branchCount, eve::stylize::BeamEffectConfig::branchLength, eve::stylize::BeamEffectConfig::branchSegments, eve::stylize::BeamEffectConfig::branchWidthScale, Built, DegenerateInput, direction, end, finite, InvalidConfig, length, eve::stylize::BeamBuildResult::mesh, eve::stylize::BeamEffectConfig::noiseAmplitude, eve::stylize::BeamEffectConfig::noiseCycles, random, eve::stylize::BeamEffectConfig::randomSeed, eve::stylize::BeamEffectConfig::segments, side, start, eve::stylize::BeamBuildResult::status, t, up, view, eve::stylize::BeamEffectConfig::widthEnd , 以及 eve::stylize::BeamEffectConfig::widthStart.

被这些函数引用 eve::stylize::BeamSkillEffect::build().

◆ buildMeshParticleRenderInputs()

EVENGINE_API_WORLD MeshParticleRenderInputs eve::stylize::buildMeshParticleRenderInputs ( std::span< const MeshParticleInstance >  instances,
MeshEffectInstance *  effect,
graphics::Mesh *  mesh,
graphics::Texture *  albedo,
const MeshVfxBatchKey &  key,
std::uint64_t  emitterStableId,
const glm::vec3 &  cameraPosition,
float  projectionScalePixels,
float  maximumDistance,
std::int32_t  priority = 0 
)

Convert stable particle snapshots into the shared LOD/batch/render pipeline.

参数
instancesImmutable simulation snapshot.
effectBorrowed active style instance retained only in returned immediate commands.
meshBorrowed backend mesh shared by every generated command.
albedoOptional borrowed albedo shared by every generated command.
keyShared immutable GPU state identity; meshId must identify mesh.
emitterStableIdStable namespace for particle IDs across emitters.
cameraPositionWorld-space camera position used for distance/depth ordering.
projectionScalePixelsApproximate projected pixels for one world unit at distance one.
maximumDistanceVisibility cutoff copied into generated candidates.
priorityBudget priority copied into generated candidates.
返回
Owning vectors with matching stable IDs and no retained snapshot references.

在文件 MeshEffectRenderer.cpp 第 24 行定义.

引用了 albedo, eve::stylize::MeshParticleRenderInputs::commands, distance, effect, eve::stylize::MeshVfxRendererCommand::effect, instances, key, eve::stylize::MeshVfxRendererCommand::kind, eve::stylize::MeshParticleRenderInputs::lodCandidates, mesh, eve::stylize::MeshVfxRendererCommand::Particle, eve::stylize::MeshVfxRendererCommand::particle, position, priority, eve::stylize::MeshParticleRenderInputs::renderItems, scale , 以及 eve::stylize::MeshVfxRendererCommand::stableInstanceId.

◆ createEffectMeshShader()

graphics::Shader * eve::stylize::createEffectMeshShader ( graphics::Graphics *  gfx,
const std::string &  style 
)

Creates effect mesh shader.

Create a 3D mesh Shader (mesh3d_toon.vert + effect fragment).

在文件 EffectShaders.cpp 第 252 行定义.

引用了 bindEffectMeshUniforms(), frag, eve::graphics::Shader::gpuHandle, eve::graphics::Graphics::newMeshShaderFromSpv() , 以及 vert.

被这些函数引用 createMeshShader().

◆ createEffectPostShader()

graphics::Shader * eve::stylize::createEffectPostShader ( graphics::Graphics *  gfx,
const std::string &  style 
)

Creates effect post shader.

Create a 2D post-process Shader from embedded SPIR-V.

在文件 EffectShaders.cpp 第 234 行定义.

引用了 bindEffectPostUniforms(), frag, eve::graphics::Shader::gpuHandle , 以及 eve::graphics::Graphics::newShaderFromSpv().

被这些函数引用 createPostShader().

◆ createMeshShader()

EVENGINE_API_WORLD graphics::Shader * eve::stylize::createMeshShader ( graphics::Graphics *  gfx,
const std::string &  style 
)

◆ createPostShader()

◆ effectParamCount()

int eve::stylize::effectParamCount ( const std::string &  style)

Effect param count.

Param metadata for an effect style (empty for styles with none).

在文件 EffectShaders.cpp 第 194 行定义.

被这些函数引用 findEffectParameter() , 以及 styleParamCount().

◆ effectParameterAt()

const StyleParameterDesc * eve::stylize::effectParameterAt ( const std::string &  style,
int  index 
)

Effect parameter at.

在文件 EffectShaders.cpp 第 213 行定义.

引用了 index.

被这些函数引用 effectParamName(), findEffectParameter() , 以及 styleParameterAt().

◆ effectParamName()

std::string eve::stylize::effectParamName ( const std::string &  style,
int  index 
)

Effect param name.

在文件 EffectShaders.cpp 第 199 行定义.

引用了 d, effectParameterAt() , 以及 index.

◆ effectStyleCount()

int eve::stylize::effectStyleCount ( )

Effect style count.

在文件 EffectShaders.cpp 第 182 行定义.

被这些函数引用 styleCount().

◆ effectStyleIdAt()

std::string eve::stylize::effectStyleIdAt ( int  index)

Effect style id at.

在文件 EffectShaders.cpp 第 186 行定义.

引用了 index.

被这些函数引用 styleIdAt().

◆ findEffectDefinition()

const StyleDefinition * eve::stylize::findEffectDefinition ( const std::string &  style)

Effect-only StyleDefinition lookup, or nullptr when unknown.

在文件 EffectShaders.cpp 第 177 行定义.

引用了 d.

被这些函数引用 findStyleDefinition().

◆ findEffectParameter()

const StyleParameterDesc * eve::stylize::findEffectParameter ( const std::string &  style,
const std::string &  name 
)

Finds effect parameter.

在文件 EffectShaders.cpp 第 204 行定义.

引用了 d, effectParamCount(), effectParameterAt(), n , 以及 name.

◆ findStyleDefinition()

◆ findStyleParameter()

EVENGINE_API_WORLD const StyleParameterDesc * eve::stylize::findStyleParameter ( const std::string &  style,
const std::string &  name 
)

Finds style parameter.

在文件 StyleShaders.cpp 第 312 行定义.

引用了 count, desc, name, styleParamCount() , 以及 styleParameterAt().

被这些函数引用 eve::stylize::StyleInstance::hasParam() , 以及 eve::stylize_editing::StylizeRecipeTarget::read().

◆ isEffectStyle()

bool eve::stylize::isEffectStyle ( const std::string &  style)

True when style names one of the ported effect shaders.

在文件 EffectShaders.cpp 第 175 行定义.

被这些函数引用 bindMeshUniforms(), bindPostUniforms(), createMeshShader() , 以及 createPostShader().

◆ isKnownStyle()

EVENGINE_API_WORLD bool eve::stylize::isKnownStyle ( const std::string &  style)

True when known style.

Built-in style ids accepted by string APIs.

在文件 StyleShaders.cpp 第 179 行定义.

引用了 findStyleDefinition().

被这些函数引用 eve::stylize::Stylize::hasStyle() , 以及 eve::stylize_editing::StylizeRecipeTarget::makeCreate().

◆ Module_IMPL()

eve::stylize::Module_IMPL ( Stylize  ,
new   Stylize() 
)

◆ prepareTrailUpload()

EVENGINE_API_WORLD eve::Result< TrailUploadData > eve::stylize::prepareTrailUpload ( const TrailMeshSnapshot &  snapshot)

Validate and convert a ribbon snapshot into packed graphics arrays.

参数
snapshotOwning CPU trail snapshot; it is not retained.
返回
Packed owning arrays or a structured invalid-geometry failure. @thread Thread-safe; performs CPU work only. @reentrancy Does not invoke callbacks.

在文件 MeshEffectRenderer.cpp 第 56 行定义.

引用了 a, b, c, eve::Diagnostic::error(), finite, index, eve::stylize::TrailUploadData::indices, eve::stylize::TrailMeshSnapshot::indices, eve::InvalidArgument, length, normal, eve::stylize::TrailUploadData::normals, eve::stylize::TrailUploadData::positions, eve::Result< T >::success(), u, eve::stylize::TrailUploadData::uvs , 以及 eve::stylize::TrailMeshSnapshot::vertices.

被这些函数引用 eve::stylize::MeshEffectRenderer::submitTrail().

◆ processImageCpu()

image::ImageData * eve::stylize::processImageCpu ( image::ImageData *  src,
const std::string &  style 
)

CPU NPR helpers — returns a new RGBA8 ImageData (caller owns).

在文件 ImageStylize.cpp 第 152 行定义.

被这些函数引用 eve::stylize::Stylize::processImage().

◆ registerStylizeAttackVfxExecutors()

void eve::stylize::registerStylizeAttackVfxExecutors ( )

◆ styleCount()

int eve::stylize::styleCount ( )

Style count.

在文件 StyleShaders.cpp 第 181 行定义.

引用了 effectStyleCount().

被这些函数引用 eve::stylize::Stylize::getStyleCount().

◆ styleIdAt()

std::string eve::stylize::styleIdAt ( int  index)

Style id at.

在文件 StyleShaders.cpp 第 183 行定义.

引用了 effectStyleIdAt() , 以及 index.

被这些函数引用 eve::stylize::Stylize::getStyleId().

◆ styleParamCount()

EVENGINE_API_WORLD int eve::stylize::styleParamCount ( const std::string &  style)

Style param count.

Built-in post param name table (for tooling / UI introspection).

在文件 StyleShaders.cpp 第 285 行定义.

引用了 effectParamCount().

被这些函数引用 findStyleParameter(), eve::stylize::StyleInstance::getParamCount(), eve::stylize::Stylize::getStyleParamCount() , 以及 eve::stylize_editing::StylizeRecipeTarget::schema().

◆ styleParameterAt()

EVENGINE_API_WORLD const StyleParameterDesc * eve::stylize::styleParameterAt ( const std::string &  style,
int  index 
)

Style parameter at.

在文件 StyleShaders.cpp 第 301 行定义.

引用了 effectParameterAt() , 以及 index.

被这些函数引用 findStyleParameter(), eve::stylize_editing::StylizeRecipeTarget::schema() , 以及 styleParamName().

◆ styleParamName()

std::string eve::stylize::styleParamName ( const std::string &  style,
int  index 
)

Style param name.

在文件 StyleShaders.cpp 第 296 行定义.

引用了 desc, index , 以及 styleParameterAt().

被这些函数引用 eve::stylize::StyleInstance::getParamName() , 以及 eve::stylize::Stylize::getStyleParamName().

◆ styleSupports()

EVENGINE_API_WORLD bool eve::stylize::styleSupports ( const std::string &  style,
const std::string &  feature 
)

◆ unregisterStylizeAttackVfxExecutors()

void eve::stylize::unregisterStylizeAttackVfxExecutors ( )