7class ComputeMeshBuffer;
8class InstanceNetworkBuffer;
10class MeshNetworkBuffer;
11class NetworkGeometryBuffer;
43 ->
std::shared_ptr<Buffers::MeshBuffer>
45 auto structure = build(config);
57 -> std::shared_ptr<Buffers::MeshNetworkBuffer>
59 auto structure = build(config);
71 -> std::shared_ptr<Buffers::InstanceNetworkBuffer>
73 auto structure = build(config);
82 -> std::shared_ptr<Buffers::NetworkGeometryBuffer>
84 auto structure = build(config);
93 -> std::shared_ptr<Buffers::ComputeMeshBuffer>
95 auto structure = build(config);
106 std::shared_ptr<Buffers::MeshBuffer> build(
108 std::shared_ptr<Buffers::MeshNetworkBuffer> build(
110 std::shared_ptr<Buffers::InstanceNetworkBuffer> build(
112 std::shared_ptr<Buffers::NetworkGeometryBuffer> build(
114 std::shared_ptr<Buffers::ComputeMeshBuffer> build(
#define MF_LIVE_EXPOSE_AUTO(ptr)
Auto-expose variant that deduces the key prefix from the shared_ptr element type.
auto operator()(const StructureConfig::Instances &config) -> std::shared_ptr< Buffers::InstanceNetworkBuffer >
Mint repeated instances and their backing InstanceNetwork.
std::unique_ptr< Impl > m_impl
Mint(const Mint &)=delete
auto operator()(const StructureConfig::Assembly &config) -> std::shared_ptr< Buffers::NetworkGeometryBuffer >
Mint independently supplied geometry into one rendered assembly.
auto operator()(const StructureConfig::Model &config) -> std::shared_ptr< Buffers::MeshNetworkBuffer >
Mint a model and its backing MeshNetwork.
auto operator()(const StructureConfig::Isosurface &config) -> std::shared_ptr< Buffers::ComputeMeshBuffer >
Mint a CPU or GPU evaluated isosurface.
Mint & operator=(const Mint &)=delete
Turns a structural config into a registered and rendered object.
Main namespace for the Maya Flux audio engine.
Independent heterogeneous sources and their shared milling policy.
Prototype mesh and world transforms for one InstanceNetworkBuffer.
Existing isosurface buffer or new buffer construction state.
Mesh components and allocation policy for one MeshNetworkBuffer.
One independently rendered mesh-backed object.
API-side playground for a complete visible structure.