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Landscape & Ecosystem ​

Landscape

RedGPU provides a GPU-driven Landscape (Landscape) and Ecosystem (GrassManager, FoliageManager) pipeline designed to render expansive open-world environments at 60 FPS.

Terrain tiles, millions of grass clumps (Grass), and hundreds of thousands of trees (Foliage) are culled against the view frustum and Hierarchical Z-Buffer (HZB) in a GPU compute pass and rendered via Indirect Draw.


Component Overview ​

OrderComponentCore ClassesKey Features
1TerrainLandscapeGlobal heightmap (16-bit PNG support), continuous LOD morphing, elevation queries (getHeightAt), heightmap raymarched self-shadows
2Multi-Layer SplattingLandscapeMaterial, LandscapeLayerUp to 8 PBR layers blended via a single shared RGBA weight map, stochastic tiling, distant Virtual Blend Texture (VBT)
3Tile StreamingLandscapeTileStreamerOn-demand asynchronous 16-bit tile streaming (tileUrlResolver) based on camera proximity (tileLoadingRadius)
4Procedural GrassGrassManager, GrassReal-time GPU baking in 16m cells around the camera, two-sided foliage PBR with subsurface scattering, ground color blending
5Foliage & ImpostorsFoliageManager, FoliageSub-cell streaming for trees and rocks, multi-stage mesh LODs, automatic distant Octahedral Impostor transitions


Next Step: Learn Terrain