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Brass Orrery

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

Experimental

The 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

Experimental

The 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"

OrreryTerrainStats.h

The stat terrain panel: what the terrain costs on this machine, in any build configuration, Shipping included.

#include "OrreryTerrainStats.h"