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Classes

Name

Description

Public class

FAtmosphereShaderTextureParameters

Shader parameters needed for atmosphere passes.

Public class

FDebugUniformExpressionSet

Debug information related to uniform expression sets.

Public struct

FDecalRenderingCommon

Shared decal functionality for deferred and forward shading

Public class

FDrawingPolicyMatchResult

Public struct

FDrawingPolicyRenderState

Public class

FGlobalDistanceFieldParameterData

Public class

FGlobalDistanceFieldParameters

Public class

FHdrCustomResolve2xPS

Public class

FHdrCustomResolve4xPS

Public class

FHdrCustomResolve8xPS

Public class

FHdrCustomResolveFMask2xPS

Public class

FHdrCustomResolveFMask4xPS

Public class

FHdrCustomResolveFMask8xPS

Public class

FHdrCustomResolveVS

Public class

FIndirectLightingCacheAllocation

Data used to track a primitive's allocation in the volume texture atlas that stores indirect lighting.

Public struct

FLightPropagationVolumeSettings

Public class

FMaterialShader

Base class of all shaders that need material parameters.

Public class

FMeshDrawingPolicy

The base mesh drawing policy.

Public struct

FMeshDrawingPolicyOverrideSettings

Public class

FMeshMaterialShader

Base class of all shaders that need material and vertex factory parameters.

Public class

FMobileSceneTextureUniformParameters

Public struct

FPostProcessPassParameters

Currently hard coded to 4 input textures convenient but not the most optimized solution

Public struct

FPrimitiveFlagsCompact

Flags needed for shadow culling.

Public struct

FPrimitiveOctreeSemantics

Defines how the primitive is stored in the scene's primitive octree.

Public class

FPrimitiveSceneInfo

The renderer's internal state for a single UPrimitiveComponent .

Public class

FPrimitiveSceneInfoCompact

The information needed to determine whether a primitive is visible.

Public class

FSceneTextureShaderParameters

Encapsulates scene texture shader parameter bindings.

Public class

FSceneTexturesUniformParameters

Convenience parameters used by the material graph or many global shaders

Public struct

FVirtualTextureUniformData

Struct containing all data the GPU needs to perform a lookup/feedback request

Public struct

FVolumeBounds

============================================================================= VolumeRendering.h: Volume rendering definitions.

Public class

FVolumeRasterizeVertexBuffer

Vertex buffer used for rendering into a volume texture.

Public class

FWriteToSliceGS

Geometry shader used to write to a range of slices of a 3d volume texture.

Public class

FWriteToSliceVS

Vertex shader used to write to a range of slices of a 3d volume texture.

Public class

IVirtualTextureSpace

Public class

LightMapHelpers

Public struct

TUniformParameter

Typedefs

Name

Description

FScenePrimitiveOctree

The type of the octree used by FScene to find primitives.

Enums

Name

Description

Public enum

EDecalRasterizerState

Public enum

EDecalRenderStage

Actual values are used in the shader so do not change.

Public enum

EDrawingPolicyOverrideFlags

Public enum

EFallbackColor

Public enum

EPassInputId

This is the index for the texture input of this pass.

Public enum

EPassOutputId

Usually the same as the MRT number but it doesn't have to be implemented as MRT.

Public enum

ESceneTextureSetupMode

Functions

Name Description

Public function

RENDERER_API...

 

BindSceneTextureUniformBufferDependentOnShadingPath

(
    const FShader::CompiledShaderInitia ...,
    FShaderUniformBufferParameter & Sce...,
    FShaderUniformBufferParameter & Mob...
)

Public function

void

 

CommitGraphicsPipelineState

(
    FRHICommandList & RHICmdList,
    const DrawingPolicyType& DrawingPo...,
    const FDrawingPolicyRenderState & D...,
    const FBoundShaderStateInput & Boun...,
    const FMaterialRenderProxy * In...
)

Creates and sets the base PSO so that resources can be set.

Public function

FMeshDrawing ...

 

ComputeMeshOverrideSettings

(
    const FMeshBatch & Mesh
)

Public function

RENDERER_API...

 

CreateMobileSceneTextureUniformBufferSingleDraw

(
    TRHICmdList& RHICmdList,
    ERHIFeatureLevel::Type FeatureLevel
)

Public function

RENDERER_API...

 

CreateSceneTextureUniformBufferSingleDraw

(
    TRHICmdList& RHICmdList,
    ESceneTextureSetupMode SceneTexture...,
    ERHIFeatureLevel::Type FeatureLevel
)

Public function

constexpr bo...

 

operator!

Public function

ESceneTextur ...

 

operator&

Public function

constexpr ED ...

 

operator&

Public function

EDrawingPoli ...

 

operator&=

Public function

constexpr ED ...

 

operator^

Public function

EDrawingPoli ...

 

operator^=

Public function

constexpr ED ...

 

operator|

Public function

ESceneTextur ...

 

operator|

Public function

EDrawingPoli ...

 

operator|=

Public function

constexpr ED ...

 

operator~

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

RasterizeToVolumeTexture

(
    FRHICommandList & RHICmdList,
    FVolumeBounds VolumeBounds
)

Draws a quad per volume texture slice to the subregion of the volume texture specified.

Public function

void

 

SetupMobileSceneTextureUniformParameters

(
    FSceneRenderTargets& SceneContext,
    ERHIFeatureLevel::Type FeatureLevel,
    bool bSceneTexturesValid,
    FMobileSceneTextureUniformParameter ...
)

Public function

RENDERER_API...

 

SetupSceneTextureUniformParameters

(
    FSceneRenderTargets& SceneContext,
    ERHIFeatureLevel::Type FeatureLevel,
    ESceneTextureSetupMode SetupMode,
    FSceneTexturesUniformParameters & O...
)

Variables

Name Description

Public variable

const int32

 

GMaxGlobalDistanceFieldClipmaps

Must match global distance field shaders.

Public variable

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)TGlob ...

 

GVolumeRasterizeVertexBuffer

============================================================================= VolumeRendering.cpp: Volume rendering implementation.