Creating a Custom Mesh Component in UE4 | Part 1: An In-depth Explanation of Vertex Factories

转自:https://medium.com/realities-io/creating-a-custom-mesh-component-in-ue4-part-1-an-in-depth-explanation-of-vertex-factories-4a6fd9fd58f2

Introduction

 

The Graphics API Abstraction Layer: Rendering Hardware Interface (RHI)

FRenderResource and FRHIResource

What are Vertex Factories Used for?

Sorry I had to do it.

The FStaticMeshDataType class

The FVertexStreamComponent structure

The FVertexElement structure

The FVertexFactory::InitDeclaration() method definition

Vertex Declarations and Streams in the FVertexFactory

The FVertexFactory::GetStreams() method signature

Vertex Factory Shader

The DECLARE_VERTEX_FACTORY_TYPE macro

The DECLARE_VERTEX_FACTORY_TYPE macro usage

The IMPLEMENT_VERTEX_FACTORY_TYPE macro

The IMPLEMENT_VERTEX_FACTORY_TYPE macro usage

The FVertexFactoryShaderParameters class

The IMPLEMENT_VERTEX_FACTORY_PARAMETER_TYPE macro usage

The FLocalVertexFactoryUniformShaderParameters structure declared using macros

The UniformBuffer and Data members of the LocalVertexFcatory

The signature of VertexFactoryGetWorldPosition(…) for the position only stream type

The signature of VertexFactoryGetWorldPosition(…) for the default stream type

The FVertexFactoryInput with preprocessor macros

The FLocalVertexFactory::ModifyCompilationEnvironment(…) method

That’s All!

Credits

Resources

posted @ 2022-02-15 11:30  引擎之旅  阅读(701)  评论(0编辑  收藏  举报