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A vertex factory for instanced static meshes
| Name | FInstancedStaticMeshVertexFactory |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/InstancedStaticMesh.h |
| Include Path | #include "Engine/InstancedStaticMesh.h" |
Syntax
struct FInstancedStaticMeshVertexFactory : public FLocalVertexFactory
Inheritance Hierarchy
- FRenderResource → FVertexFactory → FLocalVertexFactory → FInstancedStaticMeshVertexFactory
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInstancedStaticMeshVertexFactory
(
ERHIFeatureLevel::Type InFeatureLevel |
Engine/InstancedStaticMesh.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| StaticType | ENGINE_APIFVertexFactoryType | Engine/InstancedStaticMesh.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InstanceData | FInstancedStaticMeshDataType | Engine/InstancedStaticMesh.h | ||
| UniformBuffer | TUniformBufferRef< FInstancedStaticMeshVertexFactoryUniformShaderParameters > | Engine/InstancedStaticMesh.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Copy
(
const FInstancedStaticMeshVertexFactory& Other |
Copy the data from another vertex factory | Engine/InstancedStaticMesh.h | |
FRHIShaderResourceView * GetInstanceCustomDataSRV() |
Engine/InstancedStaticMesh.h | ||
FRHIShaderResourceView * GetInstanceLightmapSRV() |
Engine/InstancedStaticMesh.h | ||
FRHIShaderResourceView * GetInstanceOriginSRV() |
Engine/InstancedStaticMesh.h | ||
FRHIShaderResourceView * GetInstanceTransformSRV() |
Engine/InstancedStaticMesh.h | ||
FRHIUniformBuffer * GetUniformBuffer() |
Engine/InstancedStaticMesh.h | ||
void SetData
(
FRHICommandListBase& RHICmdList, |
An implementation of the interface used by TSynchronizedResource to update the resource with new data from the game thread. | Engine/InstancedStaticMesh.h |
Overridden from FVertexFactory
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ENGINE_APIFVertexFactoryType * GetType() |
Engine/InstancedStaticMesh.h |
Overridden from FRenderResource
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitRHI
(
FRHICommandListBase& RHICmdList |
Engine/InstancedStaticMesh.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void GetPSOPrecacheVertexFetchElements
(
EVertexInputStreamType VertexInputStreamType, |
Get vertex elements used when during PSO precaching materials using this vertex factory type | Engine/InstancedStaticMesh.h | |
static void GetVertexElements
(
ERHIFeatureLevel::Type FeatureLevel, |
Engine/InstancedStaticMesh.h | ||
static void GetVertexElements
(
ERHIFeatureLevel::Type FeatureLevel, |
Engine/InstancedStaticMesh.h | ||
static void InitInstancedStaticMeshVertexFactoryComponents
(
const FStaticMeshVertexBuffers& VertexBuffers, |
Engine/InstancedStaticMesh.h | ||
static void ModifyCompilationEnvironment
(
const FVertexFactoryShaderPermutationParameters& Parameters, |
Modify compile environment to enable instancing | Engine/InstancedStaticMesh.h | |
static uint32 NumBitsForVisibilityMask() |
Make sure we account for changes in the signature of GetStaticBatchElementVisibility() | Engine/InstancedStaticMesh.h | |
static bool ShouldCompilePermutation
(
const FVertexFactoryShaderPermutationParameters& Parameters |
Should we cache the material's shadertype on this platform with this vertex factory? | Engine/InstancedStaticMesh.h |