![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include "PrimitiveUniformShaderParameters.h"#include "PrimitiveSceneInfo.h"#include "NaniteSceneProxy.h"#include "ProfilingDebugging/LoadTimeTracker.h"#include "SceneInterface.h"#include "UnrealEngine.h"#include "DataDrivenShaderPlatformInfo.h"#include "PrimitiveUniformShaderParametersBuilder.h"#include "PrimitiveSceneShaderData.h"Classes | |
| struct | FAsFloat |
Functions | |
| FORCEINLINE void | Store4 (FVector4f *Data, int32 Offset, FAsFloat X, FAsFloat Y, FAsFloat Z, FAsFloat W) |
| FORCEINLINE void | Store4 (FVector4f *Data, int32 Offset, const FVector3f &XYZ, FAsFloat W) |
| FORCEINLINE void | StoreTransposed (FVector4f *Data, int32 StartOffset, const FMatrix44f &Matrix) |
| TUniformBufferRef< FPrimitiveUniformShaderParameters > | CreatePrimitiveUniformBufferImmediate (const FMatrix &LocalToWorld, const FBoxSphereBounds &WorldBounds, const FBoxSphereBounds &LocalBounds, const FBoxSphereBounds &PreSkinnedLocalBounds, bool bReceivesDecals, bool bOutputVelocity) |
| FPrimitiveUniformShaderParameters | GetIdentityPrimitiveParameters () |
Variables | |
| TGlobalResource< FSinglePrimitiveStructured > | GIdentityPrimitiveBuffer |
| TUniformBufferRef< FPrimitiveUniformShaderParameters > CreatePrimitiveUniformBufferImmediate | ( | const FMatrix & | LocalToWorld, |
| const FBoxSphereBounds & | WorldBounds, | ||
| const FBoxSphereBounds & | LocalBounds, | ||
| const FBoxSphereBounds & | PreSkinnedLocalBounds, | ||
| bool | bReceivesDecals, | ||
| bool | bOutputVelocity | ||
| ) |
The uniform shader parameters associated with a primitive. Note: Must match FPrimitiveSceneData in shaders. Note 2: Try to keep this 16 byte aligned. i.e |Matrix4x4|Vector3,float|Vector3,float|Vector4| NOT |Vector3,(waste padding)|Vector3,(waste padding)|Vector3. Or at least mark out padding if it can't be avoided.
| FPrimitiveUniformShaderParameters GetIdentityPrimitiveParameters | ( | ) |
| FORCEINLINE void Store4 | ( | FVector4f * | Data, |
| int32 | Offset, | ||
| FAsFloat | X, | ||
| FAsFloat | Y, | ||
| FAsFloat | Z, | ||
| FAsFloat | W | ||
| ) |
| FORCEINLINE void StoreTransposed | ( | FVector4f * | Data, |
| int32 | StartOffset, | ||
| const FMatrix44f & | Matrix | ||
| ) |
| TGlobalResource<FSinglePrimitiveStructured> GIdentityPrimitiveBuffer |
Default Primitive data buffer.
This is used when the VF is used for rendering outside normal mesh passes, where there is no valid scene.