Files
UnrealEngine/Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterMedia/Private/Capture/DisplayClusterMediaCaptureCameraBase.cpp
2025-05-18 13:04:45 +08:00

35 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Capture/DisplayClusterMediaCaptureCameraBase.h"
FDisplayClusterMediaCaptureCameraBase::FDisplayClusterMediaCaptureCameraBase(
const FString& InMediaId,
const FString& InClusterNodeId,
const FString& InCameraId,
const FString& InCameraViewportId,
UMediaOutput* InMediaOutput,
UDisplayClusterMediaOutputSynchronizationPolicy* InSyncPolicy
)
: FDisplayClusterMediaCaptureViewportBase(InMediaId, InClusterNodeId, InCameraViewportId, InMediaOutput, InSyncPolicy)
, FDisplayClusterMediaCameraCommon(InCameraId)
{
}
void FDisplayClusterMediaCaptureCameraBase::UpdateLateOCIOState(const IDisplayClusterViewport* Viewport)
{
FLateOCIOData NewLateOCIOConfiguration;
// Get current late OCIO parameters from the camera component
FDisplayClusterMediaCameraCommon::GetLateOCIOParameters(NewLateOCIOConfiguration.bLateOCIO, NewLateOCIOConfiguration.bTransferPQ);
// And store/update for current frame
SetLateOCIO(NewLateOCIOConfiguration);
}
void FDisplayClusterMediaCaptureCameraBase::UpdateMediaPassthrough(const IDisplayClusterViewport* Viewport)
{
// No implementation for camera so far. It's unlikely we'd ever need media passthrough for ICVFX cameras.
}