FNiagaraSpriteVertexFactory

Vertex factory for rendering particle sprites.

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MacOS
Linux

Inheritance Hierarchy

References

Module

NiagaraVertexFactories

Header

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

Include

#include "NiagaraSpriteVertexFactory.h"

Syntax

class FNiagaraSpriteVertexFactory : public FNiagaraVertexFactoryBase

Remarks

Vertex factory for rendering particle sprites.

Variables

Constructors

Name Description

Public function

FNiagaraSpriteVertexFactory()

Public function

FNiagaraSpriteVertexFactory

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

Default constructor.

Functions

Name Description

Public function Static

FVertexFacto...

 

ConstructShaderParameters

(
    EShaderFrequency ShaderFrequency
)

Construct shader parameters for this type of vertex factory.

Public function

uint32

 

GetAlignmentMode()

Public function Const

FRHIShaderRe...

 

GetCutoutGeometrySRV()

Public function

uint32

 

GetFacingMode()

Public function

int32

 

GetFloatDataOffset()

Public function

int32

 

GetFloatDataStride()

Public function Const

int32

 

GetNumCutoutVerticesPerFrame()

Public function

FShaderResou...

 

GetParticleDataFloatSRV()

Public function

int32

 

GetSortedIndicesOffset()

Public function

FShaderResou...

 

GetSortedIndicesSRV()

Public function

FRHIUniformB...

 

GetSpriteUniformBuffer()

Retrieve the uniform buffer for this vertex factory.

Protected function

void

 

InitStreams()

Initialize streams for this vertex factory.

Public function Static

void

 

ModifyCompilationEnvironment

(
    const FVertexFactoryType* Type,
    EShaderPlatform Platform,
    const FMaterial* Material,
    FShaderCompilerEnvironment& OutEnv...
)

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

Public function

void

 

SetAlignmentMode

(
    uint32 InMode
)

Public function

void

 

SetCutoutParameters

(
    int32 InNumCutoutVerticesPerFrame,
    FRHIShaderResourceView* InCuto...
)

Public function

void

 

SetFacingMode

(
    uint32 InMode
)

Public function

void

 

SetParticleData

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

Public function

void

 

SetSortedIndices

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

Public function

void

 

SetSpriteUniformBuffer

(
    const FNiagaraSpriteUniformBufferRe...
)

Set the uniform buffer for this vertex factory.

Public function

void

 

SetTexCoordBuffer

(
    const FVertexBuffer* InTexCoor...
)

Public function

void

 

SetVertexBufferOverride

(
    const FVertexBuffer* InVertexB...
)

Public function Static

bool

 

ShouldCompilePermutation

(
    EShaderPlatform Platform,
    const FMaterial* Material,
    const FShaderType* ShaderType
)

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

Overridden from FVertexFactory

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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