10 : UpdateFrequency(CreationData->UpdateFrequency)
11 , VertexFactory(InFeatureLevel, this)
13 , TangentsBuffer(CreationData->UpdateFrequency, CreationData->TangentsVertexBuffer.bUsingHighPrecision)
14 , UVsBuffer(CreationData->UpdateFrequency, CreationData->UVsVertexBuffer.bUsingHighPrecision, CreationData->UVsVertexBuffer.NumUVs)
16 , bIsVisible(CreationData->bIsVisible)
17 , bCastsShadow(CreationData->bCastsShadow)
19 check(IsInRenderingThread());
41 #if ENGINE_MAJOR_VERSION >= 4 && ENGINE_MINOR_VERSION >= 19 45 FLocalVertexFactory::FDataType DataType;
50 #if ENGINE_MAJOR_VERSION >= 4 && ENGINE_MINOR_VERSION >= 19 57 check(IsInRenderingThread());
103 MeshBatch.Type = bWantsAdjacencyInfo ? PT_12_ControlPointPatchList : PT_TriangleList;
105 MeshBatch.DepthPriorityGroup = SDPG_World;
113 int32 NumIndicesPerTriangle = bWantsAdjacencyInfo ? 12 : 3;
114 int32 NumPrimitives = CurrentIndexBuffer->
Num() / NumIndicesPerTriangle;
116 FMeshBatchElement& BatchElement = MeshBatch.Elements[0];
117 BatchElement.IndexBuffer = CurrentIndexBuffer;
118 BatchElement.FirstIndex = 0;
119 BatchElement.NumPrimitives = NumPrimitives;
120 BatchElement.MinVertexIndex = 0;
134 check(IsInRenderingThread());
178 #if ENGINE_MAJOR_VERSION >= 4 && ENGINE_MINOR_VERSION >= 19 180 if (RHISupportsManualVertexFetch(GMaxRHIShaderPlatform))
182 FLocalVertexFactory::FDataType DataType;
FRuntimeMeshVertexFactory VertexFactory
virtual void Bind(FLocalVertexFactory::FDataType &DataType) override
~FRuntimeMeshSectionProxy()
FRuntimeMeshTangentsVertexBuffer TangentsBuffer
virtual void Bind(FLocalVertexFactory::FDataType &DataType) override
virtual void Bind(FLocalVertexFactory::FDataType &DataType) override
FRuntimeMeshUVsVertexBuffer UVsBuffer
void SetNum(int32 NewIndexCount)
TSharedPtr< FRuntimeMeshSectionPropertyUpdateParams, ESPMode::NotThreadSafe > FRuntimeMeshSectionPropertyUpdateParamsPtr
TSharedPtr< FRuntimeMeshSectionUpdateParams, ESPMode::NotThreadSafe > FRuntimeMeshSectionUpdateParamsPtr
void CreateMeshBatch(FMeshBatch &MeshBatch, bool bWantsAdjacencyInfo)
EUpdateFrequency UpdateFrequency
FRuntimeMeshSectionProxy(ERHIFeatureLevel::Type InFeatureLevel, FRuntimeMeshSectionCreationParamsPtr CreationData)
virtual void Bind(FLocalVertexFactory::FDataType &DataType) override
bool WantsToRenderInStaticPath() const
void FinishUpdate_RenderThread(FRuntimeMeshSectionUpdateParamsPtr UpdateData)
FRuntimeMeshIndexBuffer IndexBuffer
static const textual_icon check
void Reset(int32 InIndexSize, int32 InNumIndices, EUpdateFrequency InUpdateFrequency)
void BuildVertexDataType(FLocalVertexFactory::FDataType &DataType)
void FinishPropertyUpdate_RenderThread(FRuntimeMeshSectionPropertyUpdateParamsPtr UpdateData)
FRuntimeMeshPositionVertexBuffer PositionBuffer
void SetData(const TArray< uint8 > &Data)
void Reset(int32 InNumVertices)
TSharedPtr< FRuntimeMeshSectionCreationParams, ESPMode::NotThreadSafe > FRuntimeMeshSectionCreationParamsPtr
FRuntimeMeshIndexBuffer AdjacencyIndexBuffer
void SetData(const TArray< uint8 > &Data)
FRuntimeMeshColorVertexBuffer ColorBuffer
void SetNum(int32 NewVertexCount)
void Init(FLocalVertexFactory::FDataType VertexStructure)