35 lines
1.2 KiB
C++
35 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Capture/DisplayClusterMediaCaptureCameraBase.h"
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FDisplayClusterMediaCaptureCameraBase::FDisplayClusterMediaCaptureCameraBase(
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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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UMediaOutput* InMediaOutput,
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UDisplayClusterMediaOutputSynchronizationPolicy* InSyncPolicy
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)
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: FDisplayClusterMediaCaptureViewportBase(InMediaId, InClusterNodeId, InCameraViewportId, InMediaOutput, InSyncPolicy)
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, FDisplayClusterMediaCameraCommon(InCameraId)
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{
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}
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void FDisplayClusterMediaCaptureCameraBase::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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void FDisplayClusterMediaCaptureCameraBase::UpdateMediaPassthrough(const IDisplayClusterViewport* Viewport)
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{
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// No implementation for camera so far. It's unlikely we'd ever need media passthrough for ICVFX cameras.
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}
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