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API > API/Plugins > API/Plugins/DisplayCluster > API/Plugins/DisplayCluster/Render > API/Plugins/DisplayCluster/Render/Viewport
References
| Module | DisplayCluster |
| Header | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Viewport/IDisplayClusterViewportManager.h |
| Include | #include "Render/Viewport/IDisplayClusterViewportManager.h" |
Syntax
class IDisplayClusterViewportManager
Remarks
NDisplay ViewportManager (interface for GameThread)
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddReferencedObjects
(
FReferenceCollector& Collector |
Add internal DCVM objects to the reference collector. | |
| 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] | |
| FSceneView * | CalcSceneView
(
ULocalPlayer* LocalPlayer, |
Call LocalPlayer->CalcSceneView() [Game thread func] | |
| void | ConfigureViewFamily
(
const FDisplayClusterRenderFrameTarget& InFrameTarget, |
Initialize view family, using rules [Game thread func] | |
| FSceneViewFamily::ConstructionValues | CreateViewFamilyConstructionValues
(
const FDisplayClusterRenderFrameTarget& InFrameTarget, |
Create constructor values for viewfamily, using rules [Game thread func] | |
| void | Finalize frame for render on game thread [Game thread func] | ||
| IDisplayClusterViewport * | FindViewport
(
const int32 StereoViewIndex, |
Find viewport object and context number by stereoscopic pass index [Game thread func] | |
| IDisplayClusterViewport * | FindViewport
(
const FString& InViewportId |
Find viewport object by name [Game thread func] | |
| UWorld * | |||
| IDisplayClusterViewportManagerProxy * | GetProxy () |
||
| const IDisplayClusterViewportManagerProxy * | GetProxy () |
||
| EDisplayClusterRenderFrameMode | Return current render mode. | ||
| ADisplayClusterRootActor * | GetRootActor () |
||
| const TArrayView< TSharedPtr< IDisplayClusterViewport, ESPMode::ThreadSafe > > | GetViewports () |
Return all exist viewports objects [Game thread func] | |
| void | Initialize frame for render on game thread [Game thread func] | ||
| bool | Returns true if the scene is open now (The current world is assigned and DCRA has already initialized for it). | ||
| void | MarkComponentGeometryDirty
(
const FName InComponentName |
Mark the geometry of the referenced component(s) as dirty (ProceduralMesh, etc) [Game thread func] | |
| void | RenderFrame
(
FViewport* InViewport |
Send to render thread. | |
| bool | RenderInEditor
(
FDisplayClusterRenderFrame& InRenderFrame, |
Render in editor (preview) [Game thread func] | |
| TSharedPtr< IDisplayClusterViewportManager, ESPMode::ThreadSafe > | ToSharedPtr () |
Get TSharedPtr from self. | |
| TSharedPtr< const IDisplayClusterViewportManager, ESPMode::ThreadSafe > | ToSharedPtr () |
||
| bool | UpdateConfiguration
(
EDisplayClusterRenderFrameMode InRenderMode, |
Update local node viewports Update ICVFX configuration from root actor components [Game thread func] | |
| bool | UpdateCustomConfiguration
(
EDisplayClusterRenderFrameMode InRenderMode, |
Update viewports for frame. |