Orrery Terrain · module
OrreryTerrainRenderer
A runtime module: in the editor and in packaged games. 4 public headers.
- Build.cs
PublicDependencyModuleNames.Add("OrreryTerrainRenderer");- Type
- Runtime
Grass/TerrainGrassSystem.h
ExperimentalThe grass system: places a layer set's grass varieties on the resident chunks' posts with the scatter kernel, per changed sub-cell, on worker tasks, and shows them as instanced components.
#include "Grass/TerrainGrassSystem.h"
- FTerrainGrassView struct
One rendered view, as the grass bands and the LOD warning read it (the views the heightfield LOD uses).
- FTerrainGrassCounters struct
Running totals of one grass system since it was made: for the stats command, the benches and the perf scenario.
- FTerrainGrassPresentProfile struct
What the component layer did on the game thread since it was made: for the stats command, the perf scenario and the tests.
- FTerrainGrassSystem class
Grass for one world's terrain.
Grass/TerrainGrassVarieties.h
ExperimentalThe grass varieties of a terrain a UOrreryTerrainLayerSet's ULandscapeGrassType entries turned into the kernel's FScatterVariety plus the render settings the instanced component needs, and the async load of the types.
#include "Grass/TerrainGrassVarieties.h"
- kGrassDensityToPer100m2 constant
FGrassVariety::GetDensity() to the kernel's candidates per 100 m² (FScatterVariety::DensityPer100m2 = GetDensity() × this × the entry's DensityScale).
- FTerrainGrassRenderSettings struct
What a grass component needs from one FGrassVariety, resolved for the current quality level.
- FTerrainGrassVarietyEntry struct
One variety of one layer set entry: the kernel's rules, the component's settings and where it came from.
- BuildGrassVarieties function
Build the varieties of a layer set from its loaded grass types.
- AddGrassVarietyReferences function
Report the engine objects of built entries to the garbage collector.
- ReadScatterRulesFromMaterial function
Read the terrain material's auto rules (the MF_TerrainLayers parameters) into the kernel's rules.
- FTerrainGrassLoader class
Loads the grass types of a layer set asynchronously, on clients that render only.
Native/TerrainGpuMeasure.h
The pure sequence behind stat terrain's GPU measurement: the whole frame's GPU time with everything shown, the far field hidden, the whole terrain hidden, and everything shown again.
#include "Native/TerrainGpuMeasure.h"
- FTerrainGpuMeasureResult struct
One finished measurement, ms of GPU time per frame.
- FTerrainGpuMeasure class
Steps through the measurement one frame at a time.
OrreryTerrainStats.h
The stat terrain panel: what the terrain costs on this machine, in any build configuration, Shipping included.
#include "OrreryTerrainStats.h"
- FOrreryTerrainStatLine struct
One line of the
stat terrainpanel. - FOrreryTerrainStatValues struct
What the panel shows, as numbers.
- UOrreryTerrainStatsLibrary class
Show and read the
stat terrainpanel. - OrreryTerrainStatsStartup function
Registers
stat terrainwith the engine. - OrreryTerrainStatsShutdown function
Removes
stat terrainand stops anything it runs.