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
|
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
|
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
|
strong |
Which existing presentation backend a layer binds to.
在文件 AttackVfxRecipe.h 第 40 行定义.
◆ AttackVfxPhaseKind
|
strong |
Attack presentation phase along the cast → hit → linger timeline.
在文件 AttackVfxRecipe.h 第 30 行定义.
◆ AttackVfxSpatialAnchor
|
strong |
Which request endpoint supplies the spatial anchor.
| 枚举值 | |
|---|---|
| Source | |
| Target | |
在文件 AttackVfxRecipe.h 第 66 行定义.
◆ AttackVfxSpatialAttachment
|
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
|
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
|
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
|
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
|
strong |
Production-oriented beam behavior preset.
| 枚举值 | |
|---|---|
| Laser | |
| Lightning | |
| ChainLightning | |
在文件 BeamSkillEffect.h 第 16 行定义.
◆ 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
|
strong |
Observable result of one mesh-effect submission.
| 枚举值 | |
|---|---|
| Drawn | |
| SkippedInactive | |
| SkippedEmpty | |
在文件 MeshEffectRenderer.h 第 52 行定义.
◆ MeshParticleShape
|
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
|
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
|
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
|
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
|
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
|
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
|
strong |
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
|
strong |
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()
|
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()
|
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()
|
noexcept |
Stable JSON spelling for spatial anchor.
在文件 AttackVfxRecipe.cpp 第 472 行定义.
◆ attackVfxSpatialAttachmentName()
|
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()
|
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
-
config Shape 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
-
start World-space beam origin. end World-space beam destination. cameraForward Normalized direction from camera into the scene; normalized internally. config Segment, 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.
◆ 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
-
instances Immutable simulation snapshot. effect Borrowed active style instance retained only in returned immediate commands. mesh Borrowed backend mesh shared by every generated command. albedo Optional borrowed albedo shared by every generated command. key Shared immutable GPU state identity; meshId must identify mesh. emitterStableId Stable namespace for particle IDs across emitters. cameraPosition World-space camera position used for distance/depth ordering. projectionScalePixels Approximate projected pixels for one world unit at distance one. maximumDistance Visibility cutoff copied into generated candidates. priority Budget 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 | ||
| ) |
Creates mesh shader.
Create a 3D mesh Shader for styles that have object-space variants. cartoon → reuse graphics mesh3d_toon SPIR-V; ink → ink_mesh; others → nullptr.
在文件 StyleShaders.cpp 第 543 行定义.
引用了 bindMeshUniforms(), createEffectMeshShader(), frag, eve::graphics::Graphics::getBackendName(), eve::graphics::Shader::gpuHandle, isEffectStyle(), eve::stylize::shaders::kCartoonMesh, eve::stylize::shaders::kInkMesh, eve::stylize::shaders::kMeshCommon, eve::graphics::Graphics::newMeshShaderFromSpv(), eve::graphics::Graphics::newMeshShaderFromWgsl(), eve::graphics::Shader::setXray(), shader , 以及 vert.
被这些函数引用 eve::stylize::StyleInstance::newMeshShader() , 以及 eve::stylize::Stylize::newMeshShader().
◆ createPostShader()
| graphics::Shader * eve::stylize::createPostShader | ( | graphics::Graphics * | gfx, |
| const std::string & | style | ||
| ) |
Creates post shader.
Create a 2D post-process Shader from embedded SPIR-V (owned by Graphics).
在文件 StyleShaders.cpp 第 506 行定义.
引用了 bindPostUniforms(), body, createEffectPostShader(), findStyleDefinition(), frag, eve::graphics::Graphics::getBackendName(), eve::graphics::Shader::gpuHandle, isEffectStyle(), eve::stylize::shaders::kCartoon, eve::stylize::shaders::kCommon, eve::stylize::shaders::kInk, eve::stylize::shaders::kPixel, eve::stylize::shaders::kWatercolor, eve::graphics::Graphics::newShaderFromSpv(), eve::graphics::Graphics::newShaderFromWgsl() , 以及 eve::stylize::StyleDefinition::post.
被这些函数引用 eve::stylize::StyleInstance::newPass(), eve::stylize::Stylize::newPass() , 以及 eve::stylize::Stylize::newPostShader().
◆ 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 | ||
| ) |
◆ effectStyleCount()
| int eve::stylize::effectStyleCount | ( | ) |
◆ effectStyleIdAt()
| std::string eve::stylize::effectStyleIdAt | ( | int | index | ) |
◆ 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()
| EVENGINE_API_WORLD const StyleDefinition * eve::stylize::findStyleDefinition | ( | const std::string & | style | ) |
Return a built-in definition, or nullptr when the id is unknown.
在文件 StyleShaders.cpp 第 171 行定义.
被这些函数引用 createPostShader(), eve::stylize::StyleInstance::getPriority(), eve::stylize::StyleInstance::getStage(), isKnownStyle(), eve::stylize::MeshEffectInstance::MeshEffectInstance(), eve::stylize::StyleInstance::requiresInput(), eve::stylize::StyleInstance::StyleInstance(), eve::stylize::StylePass::StylePass(), styleSupports() , 以及 eve::stylize_editing::StylizeRecipeTarget::validate().
◆ 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.
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
-
snapshot Owning 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.
◆ 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.
◆ registerStylizeAttackVfxExecutors()
| void eve::stylize::registerStylizeAttackVfxExecutors | ( | ) |
在文件 StylizeAttackVfx.cpp 第 316 行定义.
引用了 registerStylizeAttackVfxExecutors().
被这些函数引用 registerStylizeAttackVfxExecutors() , 以及 eve::stylize::Stylize::Stylize().
◆ styleCount()
| int eve::stylize::styleCount | ( | ) |
◆ 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 | ||
| ) |
Style supports.
Feature flags: "post" | "mesh" | "cpu" | "depth" | "normal" | "gbuffer".
在文件 StyleShaders.cpp 第 189 行定义.
引用了 eve::stylize::StyleDefinition::cpu, eve::stylize::StyleDefinition::depth, findStyleDefinition(), eve::stylize::StyleDefinition::mesh, eve::stylize::StyleDefinition::normal , 以及 eve::stylize::StyleDefinition::post.
被这些函数引用 eve::stylize::Stylize::hasMeshStyle() , 以及 eve::stylize::Stylize::supports().
◆ unregisterStylizeAttackVfxExecutors()
| void eve::stylize::unregisterStylizeAttackVfxExecutors | ( | ) |
在文件 StylizeAttackVfx.cpp 第 324 行定义.
引用了 unregisterStylizeAttackVfxExecutors().
被这些函数引用 unregisterStylizeAttackVfxExecutors() , 以及 eve::stylize::Stylize::~Stylize().