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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <LocalVertexFactory.h>
Inheritance diagram for FLocalVertexFactory:Classes | |
| struct | FDataType |
| struct | FDebugName |
Static Protected Member Functions | |
| static ENGINE_API void | GetVertexElements (ERHIFeatureLevel::Type FeatureLevel, EVertexInputStreamType InputStreamType, bool bSupportsManualVertexFetch, FDataType &Data, FVertexDeclarationElementList &Elements, FVertexStreamList &InOutStreams, int32 &OutColorStreamIndex) |
Static Protected Member Functions inherited from FVertexFactory | |
| template<typename VertexStreamListType > | |
| static FVertexElement | AccessStreamComponent (const FVertexStreamComponent &Component, uint8 AttributeIndex, VertexStreamListType &InOutStreams) |
Static Protected Member Functions inherited from FRenderResource | |
| static RENDERCORE_API FRHICommandListBase & | GetImmediateCommandList () |
Protected Attributes | |
| FDataType | Data |
| TUniformBufferRef< FLocalVertexFactoryUniformShaderParameters > | UniformBuffer |
| int32 | ColorStreamIndex |
| bool | bGPUSkinPassThrough = false |
| struct FLocalVertexFactory::FDebugName | DebugName |
Protected Attributes inherited from FVertexFactory | |
| FVertexStreamList | Streams |
| bool | bNeedsDeclaration = true |
Friends | |
| class | FLocalVertexFactoryShaderParameters |
| class | FSkeletalMeshSceneProxy |
Additional Inherited Members | |
Public Types inherited from FRenderResource | |
| enum class | EInitPhase : uint8 { Pre , Default , MAX } |
Public Attributes inherited from FRenderResource | |
| ERenderResourceState | ResourceState = ERenderResourceState::Default |
Protected Types inherited from FVertexFactory | |
| typedef TArray< FVertexStream, TInlineAllocator< 8 > > | FVertexStreamList |
A vertex factory which simply transforms explicit vertex attributes from local to world space.
| FLocalVertexFactory::FLocalVertexFactory | ( | ERHIFeatureLevel::Type | InFeatureLevel, |
| const char * | InDebugName | ||
| ) |
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| void FLocalVertexFactory::Copy | ( | const FLocalVertexFactory & | Other | ) |
Copy the data from another vertex factory
| Other | - factory to copy from |
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Return the vertex elements used when manual vertex fetch is used
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Reimplemented from FVertexFactory.
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Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.
Reimplemented from FRenderResource.
Reimplemented in FInstancedStaticMeshVertexFactory, FSingleTriangleMeshVertexFactory, and FQuadMeshVertexFactory.
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Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.
Reimplemented from FVertexFactory.
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| void FLocalVertexFactory::SetData | ( | FRHICommandListBase & | RHICmdList, |
| const FDataType & | InData | ||
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An implementation of the interface used by TSynchronizedResource to update the resource with new data from the game thread.
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Should we cache the material's shadertype on this platform with this vertex factory?
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