Nebula
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terraincontext.h File Reference
#include "graphics/graphicscontext.h"
#include "resources/resourceid.h"
#include "math/bbox.h"
#include "coregraphics/primitivegroup.h"
#include "coregraphics/texture.h"
#include "coregraphics/resourcetable.h"
#include "coregraphics/window.h"
#include "occupancyquadtree.h"
#include "texturetilecache.h"
#include "jobs/jobs.h"
#include "io/ioserver.h"
#include "coregraphics/load/glimltypes.h"
#include "gpulang/render/terrain/shaders/terrain_tile_write.h"
#include "gpulang/render/terrain/shaders/terrain.h"

Go to the source code of this file.

Classes

struct  Terrain::TerrainBiomeId
struct  Terrain::TerrainSetupSettings
struct  Terrain::TerrainCreateInfo
struct  Terrain::BiomeParameters
struct  Terrain::BiomeMaterial
struct  Terrain::BiomeMaterialBuilder
struct  Terrain::BiomeSettings
struct  Terrain::BiomeSettingsBuilder
struct  Terrain::SubTextureUpdateJobUniforms
struct  Terrain::SubTextureUpdateJobOutput
struct  Terrain::PhysicalTileUpdate
struct  Terrain::SubTexture
struct  Terrain::SubTextureCompressed
class  Terrain::TerrainContext
struct  Terrain::TerrainContext::TerrainLoadInfo
struct  Terrain::TerrainContext::TerrainRuntimeInfo
struct  Terrain::TerrainContext::TerrainInstanceInfo

Namespaces

namespace  Terrain
 The occupancy quad tree implements a tree which allows for a quick search.

Enumerations

enum class  Terrain::SubTextureUpdateState : uint8_t {
  Terrain::NoChange , Terrain::Deleted , Terrain::Created , Terrain::Grew ,
  Terrain::Shrank
}

Variables

const uint Terrain::SubTextureMaxUpdates = 1024