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VegetationRender.h
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1#pragma once
2#include <array>
3#include <cstdint>
4#include <span>
5#include "common/Export.h"
6#include "common/Result.h"
8
9namespace eve::graphics {
10class Graphics;
11class Mesh;
12class Material;
13class VegetationField;
14struct VegetationVertex;
15struct VegetationMotion;
16struct VegetationSample;
17
37
47 Graphics& graphics, Mesh& mesh, const VegetationField& field, std::span<const VegetationVertex> vertices,
48 const VegetationMotion& motion, std::span<const float> texcoords, std::span<const uint32_t> indices);
49
57 const VegetationSample& sample,
58 const VegetationSurface& surface);
59} // namespace eve::graphics
#define EVENGINE_API_BACKENDS
Definition Export.h:108
std::vector< std::uint32_t > indices
std::vector< float > texcoords
std::vector< Point > vertices
Mesh * mesh
Material * material
Move-only, checked operation results for the common layer.
Move-only operation result carrying either a value or Status.
Definition Result.h:155
Packages shading method + surface parameters into one attachable asset.
Definition Material.h:35
GPU mesh handle (+ optional CPU morph targets).
Definition Mesh.h:25
Backend-independent, owning vegetation influence field. Single writer; concurrent const evaluation is...
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Definition Animation.h:25
PbrVegetationBackfaceNormalMode
TVE tangent-space normal treatment for back-facing fragments.
Definition PbrSurface.h:18
Result< void > applyVegetationSurface(Material &material, const VegetationSample &sample, const VegetationSurface &surface)
Apply an independently sampled field to a masked double-sided PBR material. Render-thread only,...
Result< void > updateVegetationMesh(Graphics &graphics, Mesh &mesh, const VegetationField &field, std::span< const VegetationVertex > vertices, const VegetationMotion &motion, std::span< const float > texcoords, std::span< const uint32_t > indices)
Deform rest geometry then update an existing mesh through the active Graphics backend....
Source-equivalent plant motion parameters with explicit time and texture inputs. All data is owned....
Owning sampled field channels; no lifetime dependency on the field.
Owning surface inputs, supplied afresh to avoid accumulating tint/wetness across frames....
std::array< float, 3 > vertexOcclusionColor
PbrVegetationBackfaceNormalMode backfaceNormalMode
std::array< float, 3 > emission
std::array< float, 3 > overlayColor