slot 0.0.1
A real time UI render framework
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| 类型定义 | 枚举 | 函数
z8 命名空间参考

class  AmiyaMesh
 
class  AmiyaObject
 
class  Application
 
class  BoxCollider
 
class  Camera
 
class  Collider
 
class  Color
 
struct  CubeMesh
 
class  CubeObject
 
struct  DefaultPixelShader
 
struct  DefaultVertexShader
 
class  DX12Command
 
class  DX12Common
 
class  DX12ConstBuf
 
class  DX12DepthStencil
 
class  DX12Device
 
struct  DX12GlobalConst
 
struct  DX12Light
 
struct  DX12Material
 
class  DX12MaterialManager
 
class  DX12MeshManager
 
class  DX12Msaa
 
class  DX12PipelineState
 
class  DX12Render
 
class  DX12RenderObject
 
class  DX12RenderTarget
 
class  DX12RootSignature
 
class  DX12Shader
 
class  DX12ShaderRegister
 
class  DX12ShaderRegistry
 
struct  DX12SubMesh
 
class  DX12SwapChain
 
class  DX12UploadBuf
 
class  DXException
 
class  Error
 
class  FirstPersonCamera
 
class  GameApplication
 
class  GameObject
 
class  GameObjectImpl
 
class  GridMesh
 
class  GridObject
 
struct  KeyArgs
 
class  Light
 
class  Material
 
class  MaterialRegister
 
class  MaterialRegistry
 
class  Math
 
class  Mesh
 
class  MeshGenerator
 
class  MeshRegister
 
class  MeshRegistry
 
struct  MetalMaterial
 
struct  MissingPixelShader
 
struct  MissingVertexShader
 
class  MountainMesh
 
class  MountainObject
 
struct  MouseMovArgs
 
class  Object
 
class  ObjMeshImporter
 
class  ParallelLight
 
struct  PixelShader
 
struct  RectangleMesh
 
class  RectObject
 
class  Render
 
class  RotateCube
 
struct  Shader
 
class  SimpleGameObject
 
class  SkullMesh
 
class  SkullObject
 
class  SphereMesh
 
class  SphereObject
 
struct  TimePixelShader
 
class  Timer
 
struct  TimeVertexShader
 
struct  Transform
 
class  TriangleMesh
 
class  UIObject
 
class  Vertex
 
struct  VertexShader
 
class  Window
 

类型定义

template<typename T >
using ComPtr = Microsoft::WRL::ComPtr<T>
 

枚举

enum  RenderType { DirectX12 = 0 , DirectX11 = 1 , Vulkan = 2 }
 

函数

std::ostream & operator<< (std::ostream &o, const DirectX::XMFLOAT3 &F)
 
std::ostream & operator<< (std::ostream &o, const Transform &transform)
 

详细描述

描述物体顶点

  1. 从相机视角,顶点绕序决定正反面,顺时针为正面,逆时针为背面

描述坐标系,左手坐标系 使用 DirectX12 坐标系的描述

  1. +X: 右,+Y: 上, +Z: 屏幕里
  2. 由于UI相对于地面xz是立起来的,所以UI是xy平面

类型定义说明

◆ ComPtr

template<typename T >
using z8::ComPtr = Microsoft::WRL::ComPtr<T>

枚举类型说明

◆ RenderType

枚举值
DirectX12 
DirectX11 
Vulkan 

函数说明

◆ operator<<() [1/2]

std::ostream & z8::operator<< ( std::ostream & o,
const DirectX::XMFLOAT3 & F )

◆ operator<<() [2/2]

std::ostream & z8::operator<< ( std::ostream & o,
const Transform & transform )