Module |
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Header |
/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Projection/IDisplayClusterProjectionPolicy.h |
Include |
#include "Render/Projection/IDisplayClusterProjectionPolicy.h" |
class IDisplayClusterProjectionPolicy
NDisplay projection policy
Name | Description | |
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~IDisplayClusterProjectionPolicy() |
Name | Description | ||
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ApplyWarpBlend_RenderThread ( |
Performs warp&blend. |
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BeginWarpBlend_RenderThread ( |
Initializing the projection policy logic for the current frame before applying warp blending. |
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CalculateView ( |
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EndWarpBlend_RenderThread ( |
Completing the projection policy logic for the current frame after applying warp blending. |
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const FStrin... |
GetId() |
Return projection policy name |
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UMeshCompone... |
GetOrCreatePreviewMeshComponent ( |
Build preview mesh |
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const TMap< ... |
GetParameters() |
Return projection policy configuration |
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GetProjectionMatrix ( |
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const FStrin... |
GetTypeId() |
Return projection policy type |
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HandleEndScene ( |
Called when current level is going to be closed (i.e. before loading a new map) |
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HandleStartScene ( |
Called each time a new game level starts |
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HasPreviewMesh() |
Ask projection policy instance if it has any mesh based preview |
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IsCameraProjectionVisible |
Return true, if camera projection visible for this viewport geometry ICVFX Perforamance : if camera frame not visible on this node, disable render for this camera |
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IsConfigurationChanged ( |
Check projection policy settings changes |
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IsWarpBlendSupported() |
Returns if a policy provides warp&blend feature |
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ShouldSupportICVFX() |
This policy can support ICVFX rendering. |
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ShouldUseAdditionalTargetableResource() |
Handle request for additional render targetable resource inside viewport api for projection policy. |
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ShouldUseSourceTextureWithMips() |
Returns true if the policy supports input mip-textures. |
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UpdateProxyData ( |
Send projection policy game thread data to render thread proxy called once per frame from FDisplayClusterViewportManager::FinalizeNewFrame |