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| FRenderResource
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/MeshParticleVertexFactory.h |
Include |
#include "MeshParticleVertexFactory.h" |
class FMeshParticleVertexFactory : public FParticleVertexFactoryBase
Vertex factory for rendering instanced mesh particles with out dynamic parameter support.
Name | Description | ||
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Data |
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DynamicParameterVertexStride |
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DynamicVertexStride |
Stride information for instanced mesh particles |
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FMeshParticleIn... |
InstanceVerticesCPU |
Used to remember this in the case that we reuse the same vertex factory for multiple renders . |
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LODIdx |
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MeshParticleUniformBuffer |
Uniform buffer with mesh particle parameters. |
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PrevTransformBuffer |
Name | Description | |
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FMeshParticleVertexFactory() |
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FMeshParticleVertexFactory ( |
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FMeshParticleVertexFactory ( |
Default constructor. |
Name | Description | ||
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Copy ( |
Copy the data from another vertex factory |
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FMeshParticl... |
GetInstanceVerticesCPU() |
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GetLODIdx() |
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FRHIShaderRe... |
GetPreviousTransformBufferSRV() |
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FRHIUniformB... |
GetUniformBuffer() |
Retrieve the uniform buffer for this vertex factory. |
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uint8 * |
LockPreviousTransformBuffer ( |
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ModifyCompilationEnvironment ( |
Modify compile environment to enable instancing |
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SetData ( |
An implementation of the interface used by TSynchronizedResource to update the resource with new data from the game thread. |
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SetDynamicParameterBuffer ( |
Set the source vertex buffer that contains particle dynamic parameter data. |
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SetInstanceBuffer ( |
Set the source vertex buffer that contains particle instance data. |
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SetLODIdx ( |
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SetStrides |
Update the data strides (MUST HAPPEN BEFORE InitRHI is called) |
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SetUniformBuffer ( |
Set the uniform buffer for this vertex factory. |
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ShouldCompilePermutation ( |
Should we cache the material's shadertype on this platform with this vertex factory? |
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UnlockPreviousTransformBuffer() |
Name | Description | ||
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FVertexFacto... |
GetType() |
Name |
Description |
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FBatchParametersCPU |
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FDataType |
Name |
Description |
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StaticType |