Module |
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Header |
/Engine/Source/Runtime/Engine/Public/SceneView.h |
Include |
#include "SceneView.h" |
class FSceneView
A projection from scene space into a 2D screen region.
Name | Description | ||
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AntiAliasingMethod |
The antialiasing method. |
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AtmosphereInscatterTexture |
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AtmosphereIrradianceTexture |
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AtmosphereTransmittanceTexture |
Parameters for atmospheric fog. |
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BackgroundColor |
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bAllowTemporalJitter |
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bAllowTranslucentPrimitivesInHitProxy |
True if we should draw translucent objects when rendering hit proxies |
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BaseHmdLocation |
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BaseHmdOrientation |
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bCameraCut |
Whether we did a camera cut for this view this frame. |
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bForceCameraVisibilityReset |
True if we need to force the camera to discard previous frames occlusion. |
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bHasNearClippingPlane |
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bHasSelectedComponents |
True if any components are selected in isolation (independent of actor selection) |
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bIsGameView |
True if this scene was created from a game world. |
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bIsInstancedStereoEnabled |
True if instanced stereo is enabled. |
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bIsLocked |
Whether this view was created from a locked viewpoint. |
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bIsMobileMultiViewDirectEnabled |
True if mobile multi-view direct is enabled. |
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bIsMobileMultiViewEnabled |
True if mobile multi-view is enabled. |
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bIsMultiViewEnabled |
True if multi-view is enabled. |
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bIsOfflineRender |
Whether this view is being used to render a high quality offline render |
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bIsPlanarReflection |
Whether this view is being used to render a planar reflection. |
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bIsReflectionCapture |
Whether this view is being used to render a reflection capture. |
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bIsSceneCapture |
Whether this view is being used to render a scene capture. |
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bIsViewInfo |
For sanity checking casts that are assumed to be safe. |
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bRenderFirstInstanceOnly |
Whether this view should render the first instance only of any meshes using instancing. |
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bRenderSceneTwoSided |
Whether to force two sided rendering for this view. |
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bReverseCulling |
True if ViewMatrix.Determinant() is negative. |
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bSceneCaptureUsesRayTracing |
Whether this view uses ray tracing, for views that are used to render a scene capture. |
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bShouldBindInstancedViewUB |
True if we need to bind the instanced view uniform buffer parameters. |
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bStaticSceneOnly |
Whether to only render static lights and objects. |
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bUseFieldOfViewForLOD |
Whether to use FOV when computing mesh LOD. |
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bUsePixelInspector |
Whether to use the pixel inspector |
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CameraConstrainedViewRect |
Aspect ratio constrained view rect. |
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ColorScale |
Color scale multiplier used during post processing |
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CurrentBufferVisualizationMode |
Current buffer visualization mode |
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CursorPos |
-1,-1 if not setup |
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float |
DesiredFOV |
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DiffuseOverrideParameter |
These can be used to override material parameters across the scene without recompiling shaders. |
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DrawDynamicFlags |
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Drawer |
An interaction which draws the view's interaction elements. |
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EditorViewBitflag |
The set of (the first 64) groups' visibility info for this view |
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const FSceneVie... |
Family |
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const ERHIFeatu... |
FeatureLevel |
Feature level for this scene |
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FinalPostProcessSettings |
The final settings for the current viewer position (blended together from many volumes). |
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FForwardLightin... |
ForwardLightingResources |
Points to the view state's resources if a view state exists. |
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float |
FOV |
Actual field of view and that desired by the camera originally |
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FrameSubIsOccluded |
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GlobalClippingPlane |
Global clipping plane being applied to the scene, or all 0's if disabled. |
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GPUMask |
The GPU nodes on which to render this view. |
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HiddenPrimitives |
The primitives which are hidden for this view. |
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InvDeviceZToWorldZTransform |
Vector used by shaders to convert depth buffer samples into z coordinates in world space |
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LensPrincipalPointOffsetScale |
In some cases, the principal point of the lens is not at the center of the screen, especially for overlapped tile rendering. |
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float |
LODDistanceFactor |
FOV based multiplier for cull distance on objects |
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float |
LODDistanceFactorSquared |
Square of the FOV based multiplier for cull distance on objects |
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float |
MaterialTextureMipBias |
Mip bias to apply in material's samplers. |
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MaxShadowCascades |
Maximum number of shadow cascades to render with. |
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MobileDirectionalLightUniformBuffers |
Mobile Directional Lighting uniform buffers, one for each lighting channel The first is used for primitives with no lighting channels set. |
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float |
NearClippingDistance |
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NearClippingPlane |
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NormalOverrideParameter |
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OriginOffsetThisFrame |
World origin offset value. Non-zero only for a single frame when origin is rebased |
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OverlayColor |
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OverrideFrameIndexValue |
The frame index to override, useful for keeping determinism when rendering sequences. |
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OverrideLODViewOrigin |
For ortho views, this can control how to determine LOD parenting (ortho has no "distance-to-camera") |
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PlayerIndex |
Player index this view is associated with or INDEX_NONE. |
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PreviousViewTransform |
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PrimaryScreenPercentageMethod |
Primary screen percentage method to use. |
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PrimitivesCustomData |
Custom data per primitives |
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ProjectionMatrixUnadjustedForRHI |
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RoughnessOverrideParameter |
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SceneViewInitOptions |
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SelectionOutlineColor |
Selection color for the editor (used by post processing) |
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ShadowViewMatrices |
Normally the same as ViewMatrices unless "r.Shadow.FreezeCamera" is activated |
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ShowOnlyPrimitives |
The primitives which are visible for this view. |
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SpecularOverrideParameter |
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SpriteCategoryVisibility |
BitArray representing the visibility state of the various sprite categories in the editor for this view |
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State |
Can be 0 (thumbnail rendering) |
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float |
StereoIPD |
Half of the view's stereo IPD (- for lhs, + for rhs) |
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StereoPass |
For stereoscopic rendering, whether or not this is a full pass, or a left / right eye pass |
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SubduedSelectionOutlineColor |
Selection color for use in the editor with inactive primitives |
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TranslucentSortAxis |
Sort axis for when TranslucentSortPolicy is SortAlongAxis |
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TEnumAsByte< ET... |
TranslucentSortPolicy |
Translucent sort mode |
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UnconstrainedViewRect |
Raw view size (in pixels), used for screen space calculations |
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float |
UnderwaterDepth |
How far below the water surface this view is. -1 means the view is out of water. |
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const FIntRect |
UnscaledViewRect |
Final position of the view in the final render target (in pixels), potentially constrained by an aspect ratio requirement (black bars) |
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const AActor &#... |
ViewActor |
The actor which is being viewed from. |
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ViewFrustum |
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ViewLocation |
Variables used to determine the view matrix |
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ViewMatrices |
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ViewRotation |
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ViewUniformBuffer |
The uniform buffer for the view's parameters. |
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float |
WorldToMetersScale |
Name | Description | |
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FSceneView ( |
Initialization constructor. |
Name | Description | ||
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AllowGPUParticleUpdate() |
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ConfigureBufferVisualizationSettings() |
Configure post process settings for the buffer visualization system |
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Deproject ( |
Transforms a point from the view's screen-space into world coordinates multiplies X, Y, Z by W before transforming. |
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DeprojectFVector2D |
Transforms 2D screen coordinates into a 3D world-space origin and direction |
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DeprojectScreenToWorld |
Overload to take a single combined view projection matrix. |
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DeprojectScreenToWorld |
Transforms 2D screen coordinates into a 3D world-space origin and direction |
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EndFinalPostprocessSettings ( |
Applied global restrictions from show flags |
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void * |
GetCustomData ( |
Will return custom data associated with the specified primitive index. |
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const FConve... |
GetDynamicMeshElementsShadowCullFrustum() |
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ERHIFeatureL... |
GetFeatureLevel() |
Get the feature level for this view (cached from the scene so this is not different per view) |
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float |
GetLODDistanceFactor() |
Get LOD distance factor: Sqrt(GetLODDistanceFactor()*SphereRadius*SphereRadius / ScreenPercentage) = distance to this LOD transition |
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GetOcclusionFrameCounter() |
Returns a the occlusion frame counter or MAX_uint32 if there is no view state |
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const FVecto... |
GetPreShadowTranslation() |
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EShaderPlatf... |
GetShaderPlatform() |
Get the feature level for this view |
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GetTemporalLODOrigin |
Returns the location used as the origin for LOD computations |
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float |
GetTemporalLODTransition() |
Returns the blend factor between the last two LOD samples |
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GetViewDirection() |
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GetViewKey() |
Returns a unique key for the view state if one exists, otherwise returns zero |
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GetViewRight() |
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GetViewUp() |
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IsInstancedStereoPass() |
True if the view should render as an instanced stereo pass |
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IsPerspectiveProjection() |
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IsUnderwater() |
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OverridePostProcessSettings ( |
Custom layers can be combined with the existing settings |
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PixelToScreen ( |
Transforms a point from pixel coordinates relative to the view's X,Y (left, top) into the view's screen-space. |
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PixelToWorld ( |
Transforms a point from pixel coordinates relative to the view's X,Y (left, top) into the view's world-space. |
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Project ( |
Transforms a point from the view's world-space into the view's screen-space. |
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ProjectWorldToScreen |
Transforms 3D world-space origin into 2D screen coordinates |
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ScreenToPixel |
Transforms a point from the view's screen-space into pixel coordinates relative to the view's X,Y. |
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ScreenToWorld ( |
Transforms a point from the view's screen-space to world-space. |
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SetDynamicMeshElementsShadowCullFrustum ( |
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SetPreShadowTranslation ( |
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SetupAntiAliasingMethod() |
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SetupCommonViewUniformBufferParameters ( |
Populates the uniform buffer prameters common to all scene view use cases View parameters should be set up in this method if they are required for the view to render properly. |
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SetupViewRectUniformBufferParameters ( |
Sets up the view rect parameters in the view's uniform shader parameters |
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StartFinalPostprocessSettings ( |
Setup defaults and depending on view position (postprocess volumes) |
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UpdatePlanarReflectionViewMatrix ( |
If we late update a view, we need to also late update any planar reflection views derived from it |
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UpdateProjectionMatrix ( |
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UpdateViewMatrix() |
Allow things like HMD displays to update the view matrix at the last minute, to minimize perceived latency |
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VerifyMembersChecks() |
Verifies all the assertions made on members. |
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WorldToPixel |
Transforms a point from the view's world-space into pixel coordinates relative to the view's X,Y (left, top). |
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WorldToScreen ( |
Transforms a point from world-space to the view's screen-space. |
Name |
Description |
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NumBufferedSubIsOccludedArrays |