| FPrimitiveSceneProxy | ||||
| FLandscapeNeighborInfo
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Module |
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Header |
/Engine/Source/Runtime/Landscape/Public/LandscapeRender.h |
Include |
#include "LandscapeRender.h" |
class FLandscapeComponentSceneProxy :
public FPrimitiveSceneProxy,
public FLandscapeNeighborInfo
Name | Description | ||
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AvailableMaterials |
All available materials for non mobile, including LOD Material, Tessellation generated materials |
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UTexture2D *... |
BaseColorForGITexture |
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BlendableLayerMask |
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bool: 1 |
bRequiresAdjacencyInformation |
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CollisionMipLevel |
Data used in editor or visualisers |
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CollisionResponse |
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TUniquePtr< FLa... |
ComponentLightInfo |
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float |
ComponentMaxExtend |
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ComponentSizeQuads |
Size of the component in unique heights. |
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ComponentSizeVerts |
ComponentSizeQuads + 1. |
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float |
ComponentSquaredScreenSizeToUseSubSections |
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EditToolRenderData |
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FirstLOD |
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FirstVirtualTextureLOD |
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FixedGridVertexFactory |
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friend |
FLandscapeRenderSystem |
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GrassBatchParams |
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GrassMeshBatch |
Precomputed grass rendering MeshBatch and per-LOD params. |
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HeightmapScaleBias |
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float |
HeightmapSubsectionOffsetU |
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float |
HeightmapSubsectionOffsetV |
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const ULandscap... |
LandscapeComponent |
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LandscapeFixedGridUniformShaderParameters |
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TUniformBuffer<... |
LandscapeUniformShaderParameters |
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LastLOD |
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LastVirtualTextureLOD |
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LayerColors |
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LightMapResolution |
LightMap resolution used for VMI_LightmapDensity |
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LocalToWorldNoScaling |
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LODIndexToMaterialIndex |
Mapping between LOD and Material Index |
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TArray< float > |
LODScreenRatioSquared |
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LODSettings |
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MaterialHasTessellationEnabled |
A cache to know if the material stored in AvailableMaterials[X] has tessellation enabled |
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MaterialIndexToDisabledTessellationMaterial |
Mapping between Material Index to associated generated disabled Tessellation Material |
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MaterialIndexToStaticMeshBatchLOD |
Mapping between Material Index to Static Mesh Batch |
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MaterialRelevances |
Material Relevance for each material in AvailableMaterials |
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MaxLOD |
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float |
MaxValidLOD |
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float |
MinValidLOD |
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UTexture2D *... |
NormalmapTexture |
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NumSubsections |
Number of subsections within the component in each dimension, this can be 1 or 2. |
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NumWeightmapLayerAllocations |
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SectionBase |
Address of the component within the parent Landscape in unique height texels. |
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SharedBuffers |
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SharedBuffersKey |
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SimpleCollisionMipLevel |
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StaticBatchParamArray |
Storage for static draw list batch params. |
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StaticLightingLOD |
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float |
StaticLightingResolution |
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SubSectionScreenSizeTestingPosition |
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SubsectionSizeQuads |
Number of unique heights in the subsection. |
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SubsectionSizeVerts |
Number of heightmap heights in the subsection. This includes the duplicate row at the end. |
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float |
TessellationComponentScreenSizeFalloff |
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float |
TessellationComponentSquaredScreenSize |
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bool: 1 |
UseTessellationComponentScreenSizeFalloff |
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VertexFactory |
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VisibilityWeightmapChannel |
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UTexture2D *... |
VisibilityWeightmapTexture |
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WeightmapScaleBias |
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float |
WeightmapSubsectionOffset |
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WeightmapTextures |
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WorldToLocal |
Cached versions of these. |
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UTexture2D *... |
XYOffsetmapTexture |
Name | Description | |
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FLandscapeComponentSceneProxy ( |
Constructor |
Name | Description | |
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~FLandscapeComponentSceneProxy() |
Name | Description | ||
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ApplyMeshElementModifier ( |
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BuildDynamicMeshElement ( |
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CalculateBatchElementLOD ( |
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CalculateLODFromScreenSize ( |
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CanUseMeshBatchForShadowCascade ( |
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ChangeComponentScreenSizeToUseSubSections_RenderThread ( |
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ChangeTessellationComponentScreenSize_RenderThread ( |
FLandcapeSceneProxy. |
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ChangeTessellationComponentScreenSizeFalloff_RenderThread ( |
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ChangeUseTessellationComponentScreenSizeFalloff_RenderThread ( |
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float |
ComputeBatchElementCurrentLOD ( |
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ComputeStaticBatchIndexToRender ( |
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ComputeTessellationFalloffShaderValues ( |
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ConvertBatchElementLODToBatchElementIndex |
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float |
GetComponentScreenSize ( |
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const FMeshB... |
GetGrassMeshBatch() |
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GetLODFromScreenSize ( |
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GetMeshElement ( |
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GetMeshElementForVirtualTexture ( |
Creates a mesh batch for virtual texture rendering. |
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float |
GetNeighborLOD ( |
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GetShaderCurrentNeighborLOD ( |
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GetShaderLODBias() |
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GetShaderLODValues ( |
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GetStaticBatchElementVisibility ( |
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GetStaticMeshElement ( |
Name | Description | ||
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ApplyWorldOffset ( |
Shifts primitive position and all relevant data by an arbitrary delta. |
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CanBeOccluded() |
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CollectOccluderElements ( |
Collects occluder geometry for software occlusion culling |
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CreateRenderThreadResources() |
Called when the rendering thread adds the proxy to the scene. |
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DestroyRenderThreadResources() |
Called when the rendering thread removes the proxy from the scene. |
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DrawStaticElements |
Draws the primitive's static elements. |
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GetDynamicMeshElements ( |
Gathers the primitive's dynamic mesh elements. |
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GetHeightfieldRepresentation ( |
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GetLCIs ( |
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GetLightMapResolution() |
Get the lightmap resolution for this primitive. Used in VMI_LightmapDensity. |
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GetLightRelevance ( |
Determines the relevance of this primitive's elements to the given light. |
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GetMemoryFootprint() |
Every derived class should override these functions |
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FPrimitiveVi... |
GetViewRelevance ( |
Determines the relevance of this primitive's elements to the given view. |
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HeightfieldHasPendingStreaming() |
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OnLevelAddedToWorld() |
Called to notify the proxy that the level has been fully added to the world and the primitive will now be rendered. |
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OnTransformChanged() |
Called to notify the proxy when its transform has been updated. |
Name | Description | ||
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const ULands... |
GetLandscapeComponent() |
Name |
Description |
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FViewCustomDataLOD |
NOTE: CustomData is added in a FMemStack of the render thread, so no destructor will be called on any of the elements. |
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FViewCustomDataSubSectionLOD |
NOTE: CustomData is added in a FMemStack of the render thread, so no destructor will be called on any of the elements. |
Name |
Description |
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MAX_SUBSECTION_COUNT |
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SharedBuffersMap |
Reference counted vertex and index buffer shared among all landscape scene proxies of the same component size Key is the component size and number of subsections. |
Name | Description | ||
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LODFalloff_DEPRECATED |