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TerrainVegetationGpu.h
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88[[nodiscard]] EVENGINE_API_ORCHESTRATION Result<TerrainVegetationGpuPlan> buildTerrainVegetationGpuPlan(
Runtime realization of terrain vegetation assets.
A structured explanation of a failed, degraded, or noteworthy result.
Definition Diagnostic.h:94
Provider boundary from stable prototype names to backend table slots.
Definition TerrainVegetationGpu.h:41
virtual Result< TerrainVegetationGpuPrototype > resolve(const TerrainVegetationGpuPrototypeRequest &prototype)=0
Resolve one prototype and optional terrain Detail metadata without mutating the realization.
virtual Result< void > drawShadow(const TerrainVegetationGpuPrototypeRequest &prototype, const std::array< float, 16 > &transform, const std::array< float, 16 > &lightViewProjection)=0
Submit one realized instance inside an active cascade shadow pass.
virtual ~ITerrainVegetationGpuResolver()=default
Releases ITerrainVegetationGpuResolver resources.
Own one realized terrain Detail set and submit it from RenderSystem3D's forward phase.
Definition TerrainVegetationGpu.h:109
TerrainVegetationRenderer(TerrainVegetationRenderer &&)=delete
TerrainVegetationRenderer(const TerrainVegetationRenderer &)=delete
TerrainVegetationRenderer & operator=(const TerrainVegetationRenderer &)=delete
TerrainVegetationRenderer & operator=(TerrainVegetationRenderer &&)=delete
Definition Graphics.h:125
Result< void > submitTerrainVegetation(graphics::Graphics &graphics, const TerrainVegetationRealization &realization, ITerrainVegetationGpuResolver &resolver, const TerrainVegetationGpuFrame &frame)
Build and submit one terrain vegetation realization to the current GPU-driven frame.
Definition TerrainVegetationGpu.cpp:117
Result< TerrainVegetationGpuPlan > buildTerrainVegetationGpuPlan(const TerrainVegetationRealization &realization, ITerrainVegetationGpuResolver &resolver, const TerrainVegetationGpuFrame &frame)
Resolve every prototype and build GPU records transactionally.
Definition TerrainVegetationGpu.cpp:18
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Definition Animation.h:25
constexpr uint32_t kInvalidGpuDrivenSlot
GPU-driven rendering shared constants + std430 GPU layouts.
Definition GpuDrivenTypes.h:19
@ Graphics
Runtime vegetation prototype metadata retained from the source terrain.
Definition EvpackInstanceSetLoader.h:24
Explicit frame inputs for deterministic terrain Detail animation.
Definition TerrainVegetationGpu.h:77
double timeSeconds
Definition TerrainVegetationGpu.h:78
Detached CPU upload plan accepted by both Vulkan and WebGPU GPU-driven paths.
Definition TerrainVegetationGpu.h:72
std::vector< graphics::GpuInstance > instances
Definition TerrainVegetationGpu.h:73
One owning realization's prototype request passed to the graphics resource provider.
Definition TerrainVegetationGpu.h:35
std::string_view prototype
Definition TerrainVegetationGpu.h:36
const RuntimeInstancePrototype * detail
Definition TerrainVegetationGpu.h:37
Part public API.
Definition TerrainVegetationGpu.h:23
std::uint32_t flags
Definition TerrainVegetationGpu.h:27
std::uint32_t lodGroupId
Definition TerrainVegetationGpu.h:28
std::uint32_t meshId
Definition TerrainVegetationGpu.h:25
std::uint32_t materialId
Definition TerrainVegetationGpu.h:26
std::array< float, 16 > localTransform
Definition TerrainVegetationGpu.h:24
GPU table slots resolved for one vegetation prototype.
Definition TerrainVegetationGpu.h:17
std::uint32_t flags
Definition TerrainVegetationGpu.h:20
std::vector< Part > parts
Definition TerrainVegetationGpu.h:31
std::uint32_t materialId
Definition TerrainVegetationGpu.h:19
std::uint32_t meshId
Definition TerrainVegetationGpu.h:18
std::uint32_t lodGroupId
Definition TerrainVegetationGpu.h:21
Owning, prototype-sorted result plus scalability evidence.
Definition TerrainVegetationRuntime.h:45