IDisplayClusterProjectionPolicy

NDisplay projection policy

Windows
MacOS
Linux

References

Module

DisplayCluster

Header

/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Projection/IDisplayClusterProjectionPolicy.h

Include

#include "Render/Projection/IDisplayClusterProjectionPolicy.h"

Syntax

class IDisplayClusterProjectionPolicy

Remarks

NDisplay projection policy

Destructors

Functions

Name Description

Public function Virtual

void

 

ApplyWarpBlend_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    const IDisplayClusterViewportProxy ...
)

Performs warp&blend.

Public function Virtual

void

 

BeginWarpBlend_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    const IDisplayClusterViewportProxy ...
)

Initializing the projection policy logic for the current frame before applying warp blending.

Public function

bool

 

CalculateView

(
    IDisplayClusterViewport* InVie...,
    const uint32 InContextNum,
    FVector& InOutViewLocation,
    FRotator& InOutViewRotation,
    const FVector& ViewOffset,
    const float WorldToMeters,
    const float NCP,
    const float FCP
)

Public function Virtual

void

 

EndWarpBlend_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    const IDisplayClusterViewportProxy ...
)

Completing the projection policy logic for the current frame after applying warp blending.

Public function Const

const FStrin...

 

GetId()

Return projection policy name

Public function Virtual

UMeshCompone...

 

GetOrCreatePreviewMeshComponent

(
    IDisplayClusterViewport* InVie...
)

Build preview mesh

Public function Const

const TMap< ...

 

GetParameters()

Return projection policy configuration

Public function

bool

 

GetProjectionMatrix

(
    IDisplayClusterViewport* InVie...,
    const uint32 InContextNum,
    FMatrix& OutPrjMatrix
)

Public function Const

const FStrin...

 

GetTypeId()

Return projection policy type

Public function

void

 

HandleEndScene

(
    IDisplayClusterViewport* InVie...
)

Called when current level is going to be closed (i.e. before loading a new map)

Public function

bool

 

HandleStartScene

(
    IDisplayClusterViewport* InVie...
)

Called each time a new game level starts

Public function Virtual

bool

 

HasPreviewMesh()

Ask projection policy instance if it has any mesh based preview

Public function Virtual

bool

 

IsCameraProjectionVisible

(
    const FRotator& InViewRotation,
    const FVector& InViewLocation,
    const FMatrix& InProjectionMatrix
)

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

Public function Const

bool

 

IsConfigurationChanged

(
    const FDisplayClusterConfigurationP...
)

Check projection policy settings changes

Public function Virtual

bool

 

IsWarpBlendSupported()

Returns if a policy provides warp&blend feature

Public function Virtual Const

bool

 

ShouldSupportICVFX()

This policy can support ICVFX rendering.

Public function Virtual Const

bool

 

ShouldUseAdditionalTargetableResource()

Handle request for additional render targetable resource inside viewport api for projection policy.

Public function Virtual Const

bool

 

ShouldUseSourceTextureWithMips()

Returns true if the policy supports input mip-textures.

Public function Virtual

void

 

UpdateProxyData

(
    IDisplayClusterViewport* InVie...
)

Send projection policy game thread data to render thread proxy called once per frame from FDisplayClusterViewportManager::FinalizeNewFrame

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