FNiagaraRibbonVertexFactory

Beam/Trail particle vertex factory.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

NiagaraVertexFactories

Header

/Engine/Plugins/FX/Niagara/Source/NiagaraVertexFactories/Public/NiagaraRibbonVertexFactory.h

Include

#include "NiagaraRibbonVertexFactory.h"

Syntax

class FNiagaraRibbonVertexFactory : public FNiagaraVertexFactoryBase

Remarks

Beam/Trail particle vertex factory.

Variables

Constructors

Name Description

Public function

FNiagaraRibbonVertexFactory()

Public function

FNiagaraRibbonVertexFactory

(
    ENiagaraVertexFactoryType InType,
    ERHIFeatureLevel::Type InFeatureLev...
)

Default constructor.

Functions

Name Description

Public function

int32

 

GetFacingMode()

Public function

uint32 &

 

GetFirstIndex()

Public function

int32

 

GetFloatDataStride()

Public function

FIndexBuffer...

 

GetIndexBuffer()

Public function

FRHIShaderRe...

 

GetMultiRibbonIndicesSRV()

Public function

int32 &

 

GetOutTriangleCount()

Public function

FRHIShaderRe...

 

GetPackedPerRibbonDataByIndexSRV()

Public function

FRHIShaderRe...

 

GetParticleDataFloatSRV()

Public function

FNiagaraRibb...

 

GetRibbonUniformBuffer()

Retrieve the uniform buffer for this vertex factory.

Public function

int32

 

GetSortedIndicesOffset()

Public function

FRHIShaderRe...

 

GetSortedIndicesSRV()

Public function

FRHIShaderRe...

 

GetTangentAndDistancesSRV()

Public function Static

void

 

ModifyCompilationEnvironment

(
    const FVertexFactoryShaderPermutati...,
    FShaderCompilerEnvironment& OutEnv...
)

Can be overridden by FVertexFactory subclasses to modify their compile environment just before compilation occurs.

Public function

void

 

SetDynamicParameterBuffer

(
    const FVertexBuffer* InDynamic...,
    int32 ParameterIndex,
    uint32 StreamOffset,
    uint32 Stride
)

Set the source vertex buffer that contains particle dynamic parameter data.

Public function

void

 

SetFacingMode

(
    uint32 InFacingMode
)

Public function

void

 

SetMultiRibbonIndicesSRV

(
    const FVertexBufferRHIRef& InMulti...,
    const FShaderResourceViewRHIRef& I...
)

Public function

void

 

SetPackedPerRibbonDataByIndexSRV

(
    const FVertexBufferRHIRef& InPacke...,
    const FShaderResourceViewRHIRef& I...
)

Public function

void

 

SetParticleData

(
    const FShaderResourceViewRHIRef& I...,
    uint32 InFloatDataStride
)

Public function

void

 

SetRibbonUniformBuffer

(
    FNiagaraRibbonUniformBufferRef InSp...
)

Set the uniform buffer for this vertex factory.

Public function

void

 

SetSortedIndices

(
    const FVertexBufferRHIRef& InSorte...,
    const FShaderResourceViewRHIRef& I...,
    uint32 InSortedIndicesOffset
)

Public function

void

 

SetTangentAndDistances

(
    const FVertexBufferRHIRef& InTange...,
    const FShaderResourceViewRHIRef& I...
)

Public function

void

 

SetVertexBuffer

(
    const FVertexBuffer* InBuffer,
    uint32 StreamOffset,
    uint32 Stride
)

Set the source vertex buffer.

Public function Static

bool

 

ShouldCompilePermutation

(
    const FVertexFactoryShaderPermutati...
)

Should we cache the material's shadertype on this platform with this vertex factory?

Overridden from FVertexFactory

Name Description

Public function Virtual Const

FVertexFacto...

 

GetType()

Overridden from FRenderResource

Name Description

Public function Virtual

void

 

InitRHI()

Initialize the Render Hardware Interface for this vertex factory

Constants

Name

Description

StaticType

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