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eve::asset_procgen::TerrainDetailRuntime类 参考final

Owning runtime for one cooked Unity Terrain Detail instance set. @ownership Owns the realization, GPU resolver leases, and render registration. @lifetime The reader and Graphics backend passed to load must outlive this object and release. @thread Load, frame updates, rendering callbacks, release, and destruction are graphics-thread affine. @reentrancy Calls no scripts; release must not run from a render callback. 更多...

#include <TerrainDetailGpuResolver.h>

Public 成员函数

 ~TerrainDetailRuntime ()
 Releases TerrainDetailRuntime resources.
 
 TerrainDetailRuntime (const TerrainDetailRuntime &)=delete
 
TerrainDetailRuntime & operator= (const TerrainDetailRuntime &)=delete
 
Result< void > setFrame (TerrainVegetationGpuFrame frame)
 Update the absolute simulation time used for deterministic grass motion.
 
const Diagnostic * lastSubmissionError () const
 Return the latest asynchronous render-submission diagnostic, if any. @ownership Borrowed; the runtime retains ownership. @lifetime Valid until the next render callback, release, or destruction.
 
Result< void > release ()
 Unregister rendering and release all backend resources; safe to retry after failure.
 

静态 Public 成员函数

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.
 

详细描述

Owning runtime for one cooked Unity Terrain Detail instance set. @ownership Owns the realization, GPU resolver leases, and render registration. @lifetime The reader and Graphics backend passed to load must outlive this object and release. @thread Load, frame updates, rendering callbacks, release, and destruction are graphics-thread affine. @reentrancy Calls no scripts; release must not run from a render callback.

在文件 TerrainDetailGpuResolver.h 第 62 行定义.

构造及析构函数说明

◆ ~TerrainDetailRuntime()

eve::asset_procgen::TerrainDetailRuntime::~TerrainDetailRuntime ( )

Releases TerrainDetailRuntime resources.

在文件 TerrainDetailGpuResolver.cpp 第 73 行定义.

引用了 release().

◆ TerrainDetailRuntime()

eve::asset_procgen::TerrainDetailRuntime::TerrainDetailRuntime ( const TerrainDetailRuntime &  )
delete

成员函数说明

◆ lastSubmissionError()

const Diagnostic * eve::asset_procgen::TerrainDetailRuntime::lastSubmissionError ( ) const

Return the latest asynchronous render-submission diagnostic, if any. @ownership Borrowed; the runtime retains ownership. @lifetime Valid until the next render callback, release, or destruction.

在文件 TerrainDetailGpuResolver.cpp 第 86 行定义.

◆ load()

Result< std::unique_ptr< TerrainDetailRuntime > > eve::asset_procgen::TerrainDetailRuntime::load ( const asset::EvpackResourceReader &  reader,
const asset::EvpackCapabilities &  capabilities,
graphics::Graphics &  graphics,
const AssetRef &  asset,
const TerrainVegetationLimits &  limits = {} 
)
static

Load, realize, and register one Detail set atomically; GPU resources resolve on first render.

参数
readerBorrowed EVPACK reader containing the instance set and its resource closure.
capabilitiesRuntime variant used for every resource selection.
graphicsBorrowed graphics backend that owns uploaded resources.
assetCanonical eve.instance-set asset reference.
limitsAllocation limits applied before realization publication.
返回
Owning active runtime, or a structured load failure with no render registration.

在文件 TerrainDetailGpuResolver.cpp 第 52 行定义.

引用了 eve::asset_procgen::buildTerrainVegetationGpuPlan(), limits, eve::asset_procgen::EvpackInstanceSetLoader::load() , 以及 eve::asset_procgen::realizeTerrainVegetation().

◆ operator=()

TerrainDetailRuntime & eve::asset_procgen::TerrainDetailRuntime::operator= ( const TerrainDetailRuntime &  )
delete

◆ release()

Result< void > eve::asset_procgen::TerrainDetailRuntime::release ( )

Unregister rendering and release all backend resources; safe to retry after failure.

在文件 TerrainDetailGpuResolver.cpp 第 90 行定义.

引用了 eve::Result< T >::success().

被这些函数引用 ~TerrainDetailRuntime().

◆ setFrame()

Result< void > eve::asset_procgen::TerrainDetailRuntime::setFrame ( TerrainVegetationGpuFrame  frame)

Update the absolute simulation time used for deterministic grass motion.

在文件 TerrainDetailGpuResolver.cpp 第 79 行定义.

引用了 eve::Conflict, eve::Diagnostic::error() , 以及 eve::Result< T >::failure().


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