37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Input/DisplayClusterMediaInputCameraBase.h"
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#include "Components/DisplayClusterICVFXCameraComponent.h"
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#include "Game/IDisplayClusterGameManager.h"
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#include "Render/Viewport/IDisplayClusterViewport.h"
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#include "DisplayClusterRootActor.h"
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#include "IDisplayCluster.h"
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#include "DisplayClusterMediaLog.h"
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FDisplayClusterMediaInputCameraBase::FDisplayClusterMediaInputCameraBase(
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const FString& InMediaId,
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const FString& InClusterNodeId,
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const FString& InCameraId,
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const FString& InCameraViewportId,
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UMediaSource* InMediaSource
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)
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: FDisplayClusterMediaInputViewportBase(InMediaId, InClusterNodeId, InCameraViewportId, InMediaSource)
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, FDisplayClusterMediaCameraCommon(InCameraId)
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{
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}
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void FDisplayClusterMediaInputCameraBase::UpdateLateOCIOState(const IDisplayClusterViewport* Viewport)
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{
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FLateOCIOData NewLateOCIOConfiguration;
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// Get current late OCIO parameters from the camera component
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FDisplayClusterMediaCameraCommon::GetLateOCIOParameters(NewLateOCIOConfiguration.bLateOCIO, NewLateOCIOConfiguration.bTransferPQ);
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// And store/update for current frame
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SetLateOCIO(NewLateOCIOConfiguration);
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}
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