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API > API/Plugins > API/Plugins/DisplayCluster
NDisplay post-process interface
| Name | IDisplayClusterPostProcess |
| Type | class |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/PostProcess/IDisplayClusterPostProcess.h |
| Include Path | #include "Render/PostProcess/IDisplayClusterPostProcess.h" |
Syntax
class IDisplayClusterPostProcess
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IDisplayClusterPostProcess() |
Render/PostProcess/IDisplayClusterPostProcess.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FString & GetId() |
Return postprocess name | Render/PostProcess/IDisplayClusterPostProcess.h | |
int32 GetOrder() |
Return postprocess order | Render/PostProcess/IDisplayClusterPostProcess.h | |
| Return postprocess configuration | Render/PostProcess/IDisplayClusterPostProcess.h | ||
const FString & GetType() |
Return postprocess type | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual void HandleBeginNewFrame
(
IDisplayClusterViewportManager* InViewportManager, |
Called each time a new frame begin | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual void HandleBeginUpdateFrameResources_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Called each time a render thread before UpdateFrameResources() | Render/PostProcess/IDisplayClusterPostProcess.h | |
void HandleEndScene
(
IDisplayClusterViewportManager* InViewportManager |
Called when current level is going to be closed (i.e. before loading a new map) | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual void HandleEndUpdateFrameResources_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Called each time a render thread after UpdateFrameResources() | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual void HandleRenderFrameSetup_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Called each time a render thread multi-viewport composing begin | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual void HandleSetupNewFrame
(
IDisplayClusterViewportManager* InViewportManager |
Called each time a new frame setup | Render/PostProcess/IDisplayClusterPostProcess.h | |
bool HandleStartScene
(
IDisplayClusterViewportManager* InViewportManager |
Called each time a new game level starts | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual void HandleUpdateFrameResourcesAfterWarpBlend_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Called every time the render thread runs after the entire warpblend has completed. | Render/PostProcess/IDisplayClusterPostProcess.h | |
bool IsConfigurationChanged
(
const FDisplayClusterConfigurationPostprocess* InConfigurationPostprocess |
Check postprocess settings changes | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual bool IsPostProcessFrameAfterWarpBlendRequired() |
Returns if an interface implementation processes output frames after warp&blend | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual bool IsPostProcessViewAfterWarpBlendRequired() |
Returns if an interface implementation processes each view region after warp&blend the corresponded function will be called once per viewport | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual bool IsPostProcessViewBeforeWarpBlendRequired() |
Returns if an interface implementation processes each view region before warp&blend the corresponded function will be called once per viewport | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual void PerformPostProcessFrameAfterWarpBlend_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
PP operation on a frame region after warp&blend | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual void PerformPostProcessViewAfterWarpBlend_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
PP operation on a view region after warp&blend (if available for the current projection policy) the corresponded function will be called once per viewport | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual void PerformPostProcessViewBeforeWarpBlend_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
PP operation on a view region before warp&blend (if available for the current projection policy) the corresponded function will be called once per viewport | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual bool ShouldUseAdditionalFrameTargetableResource() |
Request additional frame targetable resource from viewport manager | Render/PostProcess/IDisplayClusterPostProcess.h | |
virtual void Tick() |
Update postprocess internal data from game thread | Render/PostProcess/IDisplayClusterPostProcess.h |