81 lines
2.1 KiB
C++
81 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "StereoRendering.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "DisplayClusterBlueprintContainers.generated.h"
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USTRUCT()
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struct DISPLAYCLUSTER_API FDisplayClusterViewportContext
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{
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GENERATED_BODY()
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public:
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// Viewport Name
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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FString ViewportID;
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// Location on a backbuffer.
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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FIntPoint RectLocation = FIntPoint::ZeroValue;
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// Size on a backbuffer.
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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FIntPoint RectSize = FIntPoint::ZeroValue;
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// Camera view location
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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FVector ViewLocation = FVector::ZeroVector;
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// Camera view rotation
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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FRotator ViewRotation = FRotator::ZeroRotator;
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// Camera projection Matrix
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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FMatrix ProjectionMatrix = FMatrix::Identity;
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// Rendering status for this viewport (Overlay and other configuration rules can disable rendering for this viewport.)
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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bool bIsRendering = true;
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};
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USTRUCT()
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struct DISPLAYCLUSTER_API FDisplayClusterViewportStereoContext
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{
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GENERATED_BODY()
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public:
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// Viewport Name
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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FString ViewportID;
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// Location on a backbuffer.
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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FIntPoint RectLocation = FIntPoint::ZeroValue;
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// Size on a backbuffer.
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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FIntPoint RectSize = FIntPoint::ZeroValue;
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// Camera view location
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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TArray<FVector> ViewLocation;
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// Camera view rotation
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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TArray<FRotator> ViewRotation;
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// Camera projection Matrix
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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TArray<FMatrix> ProjectionMatrix;
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// Rendering status for this viewport (Overlay and other configuration rules can disable rendering for this viewport.)
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UPROPERTY(EditAnywhere, Category = "NDisplay")
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bool bIsRendering = true;
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};
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