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TerrainDetailGpuResolver.h
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75 graphics::Graphics& graphics, const AssetRef& asset, const TerrainVegetationLimits& limits = {});
GPU-driven adapter for realized terrain vegetation.
A structured explanation of a failed, degraded, or noteworthy result.
Definition Diagnostic.h:94
Immutable reader retaining an admitted pack by shared ownership.
Definition EvpackResourceReader.h:29
Provider boundary from stable prototype names to backend table slots.
Definition TerrainVegetationGpu.h:41
Owning lazy GPU resource resolver for texture-backed terrain Detail prototypes. @ownership Uploaded m...
Definition TerrainDetailGpuResolver.h:27
Result< TerrainVegetationGpuPrototype > resolve(const TerrainVegetationGpuPrototypeRequest &prototype) override
Load and cache one Detail card, image, and masked material transactionally.
Definition TerrainDetailGpuResolver.cpp:99
~TerrainDetailGpuResolver() override
Releases TerrainDetailGpuResolver resources.
Definition TerrainDetailGpuResolver.cpp:42
TerrainDetailGpuResolver(const TerrainDetailGpuResolver &)=delete
Result< void > drawShadow(const TerrainVegetationGpuPrototypeRequest &prototype, const std::array< float, 16 > &transform, const std::array< float, 16 > &lightViewProjection) override
Draw one realized Detail instance in the active cascade shadow pass.
Definition TerrainDetailGpuResolver.cpp:207
TerrainDetailGpuResolver & operator=(const TerrainDetailGpuResolver &)=delete
Result< void > release()
Release all backend leases; failed releases remain owned for retry.
Definition TerrainDetailGpuResolver.cpp:231
Owning runtime for one cooked Unity Terrain Detail instance set. @ownership Owns the realization,...
Definition TerrainDetailGpuResolver.h:62
static Result< std::unique_ptr< TerrainDetailRuntime > > load(const asset::EvpackResourceReader &reader, const asset::EvpackCapabilities &capabilities, graphics::Graphics &graphics, const AssetRef &asset, const TerrainVegetationLimits &limits={})
Load, realize, and register one Detail set atomically; GPU resources resolve on first render.
Definition TerrainDetailGpuResolver.cpp:52
Result< void > setFrame(TerrainVegetationGpuFrame frame)
Update the absolute simulation time used for deterministic grass motion.
Definition TerrainDetailGpuResolver.cpp:79
TerrainDetailRuntime(const TerrainDetailRuntime &)=delete
Result< void > release()
Unregister rendering and release all backend resources; safe to retry after failure.
Definition TerrainDetailGpuResolver.cpp:90
~TerrainDetailRuntime()
Releases TerrainDetailRuntime resources.
Definition TerrainDetailGpuResolver.cpp:73
TerrainDetailRuntime & operator=(const TerrainDetailRuntime &)=delete
const Diagnostic * lastSubmissionError() const
Return the latest asynchronous render-submission diagnostic, if any. @ownership Borrowed; the runtime...
Definition TerrainDetailGpuResolver.cpp:86
Definition Graphics.h:125
Definition AssetCooker.cpp:17
卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局...
Definition Animation.h:25
@ Graphics
Actual runtime device capabilities used for variant selection.
Definition Evpack.h:92
Explicit frame inputs for deterministic terrain Detail animation.
Definition TerrainVegetationGpu.h:77
One owning realization's prototype request passed to the graphics resource provider.
Definition TerrainVegetationGpu.h:35
Hard limits for one deterministic terrain vegetation realization.
Definition TerrainVegetationRuntime.h:19