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API > API/Plugins > API/Plugins/DisplayCluster
NDisplay ViewportManager (interface for GameThread)
| Name | IDisplayClusterViewportManager |
| Type | class |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Viewport/IDisplayClusterViewportManager.h |
| Include Path | #include "Render/Viewport/IDisplayClusterViewportManager.h" |
Syntax
class IDisplayClusterViewportManager
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IDisplayClusterViewportManager() |
Render/Viewport/IDisplayClusterViewportManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddReferencedObjects
(
FReferenceCollector& Collector |
Add internal DCVM objects to the reference collector. | Render/Viewport/IDisplayClusterViewportManager.h | |
virtual bool BeginNewFrame
(
FViewport* InViewport, |
Initialize new frame for all viewports on game thread, and update context, render resources with viewport new settings And finally build render frame structure and send to render thread proxy viewport objects [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
bool BeginNewFrame
(
FViewport* InViewport, |
Initialize new frame for all viewports on game thread, and update context, render resources with viewport new settings And finally build render frame structure and send to render thread proxy viewport objects [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
FSceneView * CalcSceneView
(
ULocalPlayer* LocalPlayer, |
Call LocalPlayer->CalcSceneView() [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
void ConfigureViewFamily
(
const FDisplayClusterRenderFrameTarget& InFrameTarget, |
Initialize view family, using rules [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
FSceneViewFamily::ConstructionValues CreateViewFamilyConstructionValues
(
const FDisplayClusterRenderFrameTarget& InFrameTarget, |
Create constructor values for viewfamily, using rules [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
void FinalizeNewFrame() |
Finalize frame for render on game thread [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
IDisplayClusterViewport * FindViewport
(
const int32 StereoViewIndex, |
Find viewport object and context number by stereoscopic pass index [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
IDisplayClusterViewport * FindViewport
(
const FString& InViewportId |
Find viewport object by name [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
| Get viewport manager configuration interface. | Render/Viewport/IDisplayClusterViewportManager.h | ||
| Render/Viewport/IDisplayClusterViewportManager.h | |||
const TSharedRef< const IDisplayClusterViewportConfiguration, ESPMode::ThreadSafe > GetConfigurationRef () |
Render/Viewport/IDisplayClusterViewportManager.h | ||
| Get viewport manager configuration interface reference. | Render/Viewport/IDisplayClusterViewportManager.h | ||
const TArrayView< TSharedPtr< IDisplayClusterViewport, ESPMode::ThreadSafe > > GetCurrentRenderFrameViewports() |
Return all exist viewports objects for current cluster node [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
virtual UWorld * GetCurrentWorld() |
Render/Viewport/IDisplayClusterViewportManager.h | ||
const TArrayView< TSharedPtr< IDisplayClusterViewport, ESPMode::ThreadSafe > > GetEntireClusterViewports() |
Return entire cluster viewports objects [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
TArray< TSharedPtr< IDisplayClusterViewport, ESPMode::ThreadSafe > > GetEntireClusterViewportsForWarpPolicy
(
const TSharedPtr< IDisplayClusterWarpPolicy >& InWarpPolicy |
Returns the viewports from the entire cluster associated with the specified warp policy [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
| Render/Viewport/IDisplayClusterViewportManager.h | |||
const IDisplayClusterViewportManagerProxy * GetProxy () |
Get viewport manager proxy interface. | Render/Viewport/IDisplayClusterViewportManager.h | |
virtual EDisplayClusterRenderFrameMode GetRenderMode() |
Return current render mode. | Render/Viewport/IDisplayClusterViewportManager.h | |
virtual ADisplayClusterRootActor * GetRootActor() |
Render/Viewport/IDisplayClusterViewportManager.h | ||
| Render/Viewport/IDisplayClusterViewportManager.h | |||
| Get viewport manager preview API | Render/Viewport/IDisplayClusterViewportManager.h | ||
virtual const TArrayView< IDisplayClusterViewport * > GetViewports() |
Render/Viewport/IDisplayClusterViewportManager.h | ||
void InitializeNewFrame() |
Initialize frame for render on game thread [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
virtual bool IsSceneOpened () |
Returns true if the scene is open now (The current world is assigned and DCRA has already initialized for it). | Render/Viewport/IDisplayClusterViewportManager.h | |
void MarkComponentGeometryDirty
(
const FName InComponentName |
Mark the geometry of the referenced component(s) as dirty (ProceduralMesh, etc) [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
void PostConfigureViewFamily
(
const FDisplayClusterRenderFrameTarget& InFrameTarget, |
Post-Initialize view family, using rules Should be called after all 'FSceneView' have been added. | Render/Viewport/IDisplayClusterViewportManager.h | |
void RenderFrame
(
FViewport* InViewport |
Send to render thread. | Render/Viewport/IDisplayClusterViewportManager.h | |
virtual bool RenderInEditor
(
FDisplayClusterRenderFrame& InRenderFrame, |
Render in editor (preview) [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
| Get TSharedPtr from self. | Render/Viewport/IDisplayClusterViewportManager.h | ||
| Render/Viewport/IDisplayClusterViewportManager.h | |||
TSharedRef< class FDisplayClusterViewportManager, ESPMode::ThreadSafe > ToSharedRef () |
Internal functions. Get TSharedRef from Self. | Render/Viewport/IDisplayClusterViewportManager.h | |
TSharedRef< const class FDisplayClusterViewportManager, ESPMode::ThreadSafe > ToSharedRef () |
Render/Viewport/IDisplayClusterViewportManager.h | ||
virtual bool UpdateConfiguration
(
EDisplayClusterRenderFrameMode InRenderMode, |
Update\Create\Delete local node viewports Update ICVFX configuration from root actor components [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
virtual bool UpdateCustomConfiguration
(
EDisplayClusterRenderFrameMode InRenderMode, |
Update\Create\Delete viewports for frame. | Render/Viewport/IDisplayClusterViewportManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Static viewport manager instance constructor. | Render/Viewport/IDisplayClusterViewportManager.h | ||
static void SetupEngineShowFlags
(
const EDisplayClusterViewportCaptureMode InMode, |
This function sets the engine flags corresponding to the rendering mode. | Render/Viewport/IDisplayClusterViewportManager.h | |
static void SetupSceneView
(
const EDisplayClusterViewportCaptureMode InMode, |
Sets the ViewFamily and SceneView properties correspond to the rendering mode. | Render/Viewport/IDisplayClusterViewportManager.h |