IStereoRendering

Windows
MacOS
Linux

Inheritance Hierarchy

IStereoRendering

FHeadMountedDisplayBase

Syntax

class IStereoRendering

Destructors

Name Description

Public function Virtual

~IStereoRendering()

Functions

Name Description

Public function Const

void

 

AdjustViewRect

(
    enum EStereoscopicPass StereoPass,
    int32& X,
    int32& Y,
    uint32& SizeX,
    uint32& SizeY
)

Adjusts the viewport rectangle for stereo, based on which eye pass is being rendered.

Public function

void

 

CalculateStereoViewOffset

(
    const enum EStereoscopicPass Stereo...,
    FRotator& ViewRotation,
    const float WorldToMeters,
    FVector& ViewLocation
)

Calculates the offset for the camera position, given the specified position, rotation, and world scale

Public function

bool

 

EnableStereo

(
    bool stereo
)

Switches stereo rendering on / off. Returns current state of stereo.

Public function Virtual Const

int32

 

GetDesiredNumberOfViews

(
    bool bStereoRequested
)

Returns the desired number of views, so that devices that require additional views can allocate them.

Public function Virtual

IStereoRende...

 

GetRenderTargetManager()

Returns currently active render target manager.

Public function Virtual

IStereoLayer...

 

GetStereoLayers()

Returns an IStereoLayers implementation, if one is present

Public function Const

FMatrix

 

GetStereoProjectionMatrix

(
    const enum EStereoscopicPass Stereo...
)

Gets a projection matrix for the device, given the specified eye setup

Public function Virtual Const

FVector2D

 

GetTextSafeRegionBounds()

Gets the percentage bounds of the safe region to draw in.

Public function Virtual Const

uint32

 

GetViewIndexForPass

(
    EStereoscopicPass StereoPassType
)

For the specified stereoscopic pass type, assign a view index based on the extension's sorting

Public function Virtual Const

EStereoscopi...

 

GetViewPassForIndex

(
    bool bStereoRequested,
    uint32 ViewIndex
)

For the specified view index in the view family, assign a stereoscopic pass type based on the extension's usage

Public function

void

 

InitCanvasFromView

(
    FSceneView* InView,
    UCanvas* Canvas
)

Sets view-specific params (such as view projection matrix) for the canvas.

Public function Static

bool

 

IsAnAdditionalView

(
    EStereoscopicPass Pass
)

Return true for additional eyes past the first two (a plugin could implement additional 'eyes').

Public function Static

bool

 

IsAPrimaryView

(
    EStereoscopicPass Pass
)

Return true if this pass is for a view we do all the work for (ie this view can't borrow from another)

Public function Static

bool

 

IsASecondaryView

(
    EStereoscopicPass Pass
)

Return true if this pass is for a view for which we share some work done for eSSP_LEFT_EYE (ie borrow some intermediate state from that eye)

Public function Const

bool

 

IsStereoEnabled()

Whether or not stereo rendering is on this frame.

Public function Virtual Const

bool

 

IsStereoEnabledOnNextFrame()

Whether or not stereo rendering is on on next frame.

Public function Virtual

bool

 

IsStereoEyePass

(
    EStereoscopicPass Pass
)

Return true if this pass is for a stereo eye view

Public function Virtual Const

void

 

RenderTexture_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    FRHITexture2D* BackBuffer,
    FRHITexture2D* SrcTexture,
    FVector2D WindowSize
)

Renders texture into a backbuffer.

Public function Virtual

void

 

SetFinalViewRect

(
    const enum EStereoscopicPass Stereo...,
    const FIntRect& FinalViewRect
)

Provides the final view rect that the renderer will render into.

References

Module

Engine

Header

Runtime/Engine/Public/StereoRendering.h

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback