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Stores information about a mesh draw command that has been determined to be visible, for further visibility processing. This class should only store data needed by InitViews operations (visibility, sorting) and not data needed for draw submission, which belongs in FMeshDrawCommand.
| Name | FVisibleMeshDrawCommand |
| Type | class |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include Path | #include "MeshPassProcessor.h" |
Syntax
class FVisibleMeshDrawCommand
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CullingPayload | FMeshDrawCommandCullingPayload | Used for passing LOD info to the culling. | MeshPassProcessor.h | |
| CullingPayloadFlags | EMeshDrawCommandCullingPayloadFlags | MeshPassProcessor.h | ||
| Flags | EFVisibleMeshDrawCommandFlags | MeshPassProcessor.h | ||
| MeshCullMode | ERasterizerCullMode | MeshPassProcessor.h | ||
| MeshDrawCommand | const FMeshDrawCommand * | Mesh Draw Command stored separately to avoid fetching its data during sorting. | MeshPassProcessor.h | |
| MeshFillMode | ERasterizerFillMode | MeshPassProcessor.h | ||
| NumRuns | int32 | MeshPassProcessor.h | ||
| PrimitiveIdBufferOffset | int32 | Offset into the buffer of PrimitiveIds built for this pass, in int32's. | MeshPassProcessor.h | |
| PrimitiveIdInfo | FMeshDrawCommandPrimitiveIdInfo | MeshPassProcessor.h | ||
| RunArray | const uint32 * | Used for passing sub-selection of instances through to the culling. | MeshPassProcessor.h | |
| SortKey | FMeshDrawCommandSortKey | Sort key for non state based sorting (e.g. sort translucent draws by depth). | MeshPassProcessor.h | |
| StateBucketId | int32 | Dynamic instancing state bucket ID. | MeshPassProcessor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Setup
(
const FMeshDrawCommand* InMeshDrawCommand, |
MeshPassProcessor.h |