UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FViewInfo Class Reference

#include <SceneRendering.h>

+ Inheritance diagram for FViewInfo:

Classes

struct  FTranslucencyVolumeMarkData
 

Public Member Functions

FParallelMeshDrawCommandPassCreateMeshPass (EMeshPass::Type MeshPass)
 
const FLumenTranslucencyGIVolumeGetLumenTranslucencyGIVolume () const
 
FLumenTranslucencyGIVolumeGetOwnLumenTranslucencyGIVolume ()
 
const FMegaLightsVolumeGetMegaLightsVolume () const
 
FMegaLightsVolumeGetOwnMegaLightsVolume ()
 
RENDERER_API FViewInfo (const FSceneViewInitOptions &InitOptions)
 
 FViewInfo (const FSceneView *InView)
 
virtual RENDERER_API ~FViewInfo ()
 
RENDERER_API FIntPoint GetSecondaryViewRectSize () const
 
RENDERER_API FIntRect GetSecondaryViewCropRect () const
 
bool RequiresSecondaryUpscale () const
 
void UpdatePreExposure ()
 
RENDERER_API void SetupUniformBufferParameters (const FViewMatrices &InViewMatrices, const FViewMatrices &InPrevViewMatrices, FBox *OutTranslucentCascadeBoundsArray, int32 NumTranslucentCascades, FViewUniformShaderParameters &ViewUniformShaderParameters) const
 
void SetupUniformBufferParameters (FBox *OutTranslucentCascadeBoundsArray, int32 NumTranslucentCascades, FViewUniformShaderParameters &ViewUniformShaderParameters) const
 
void SetupDefaultGlobalDistanceFieldUniformBufferParameters (FViewUniformShaderParameters &ViewUniformShaderParameters) const
 
void SetupGlobalDistanceFieldUniformBufferParameters (FViewUniformShaderParameters &ViewUniformShaderParameters) const
 
void SetupVolumetricFogUniformBufferParameters (FViewUniformShaderParameters &ViewUniformShaderParameters) const
 
void InitRHIResources (uint32 OverrideNumMSAASamples=0)
 
void CreateViewUniformBuffers (const FViewUniformShaderParameters &Params)
 
bool IsDistanceCulled (float DistanceSquared, float MinDrawDistance, float InMaxDrawDistance, const FPrimitiveSceneInfo *PrimitiveSceneInfo)
 
bool IsDistanceCulled_AnyThread (float DistanceSquared, float MinDrawDistance, float InMaxDrawDistance, const FPrimitiveSceneInfo *PrimitiveSceneInfo, bool &bOutMayBeFading, bool &bOutFadingIn) const
 
bool UpdatePrimitiveFadingState (const FPrimitiveSceneInfo *PrimitiveSceneInfo, bool bFadingIn)
 
FRDGPooledBufferGetEyeAdaptationBuffer (FRDGBuilder &GraphBuilder) const
 
float GetLastEyeAdaptationExposure () const
 
float GetLastAverageLocalExposure () const
 
float GetLastAverageSceneLuminance () const
 
void SwapEyeAdaptationBuffers () const
 
void UpdateEyeAdaptationLastExposureFromBuffer () const
 
void EnqueueEyeAdaptationExposureBufferReadback (FRDGBuilder &GraphBuilder) const
 
bool ShouldUpdateEyeAdaptationBuffer () const
 
void SetValidTonemappingLUT () const
 
IPooledRenderTargetGetTonemappingLUT () const
 
IPooledRenderTargetGetTonemappingLUT (FRHICommandList &RHICmdList, const int32 LUTSize, const bool bUseVolumeLUT, const bool bNeedUAV, const bool bNeedFloatOutput) const
 
bool IsFirstInFamily () const
 
bool IsLastInFamily () const
 
ERenderTargetLoadAction DecayLoadAction (ERenderTargetLoadAction RequestedLoadAction) const
 
bool ShouldRenderView () const
 
FIntRect GetFamilyViewRect () const
 
FIntRect GetUnscaledFamilyViewRect () const
 
void BeginRenderView () const
 
FViewShaderParameters GetShaderParameters () const
 
RENDERER_API const FViewInfoGetPrimaryView () const
 
const FViewInfoGetInstancedView () const
 
FViewInfoCreateSnapshot () const
 
void Cleanup ()
 
FInt32Range GetDynamicMeshElementRange (uint32 PrimitiveIndex) const
 
const FSceneTexturesConfigGetSceneTexturesConfig () const
 
const FSceneTexturesGetSceneTextures () const
 
const FSceneTexturesGetSceneTexturesChecked () const
 
FSceneUniformBufferGetSceneUniforms () const
 
RENDERER_API FRDGTextureRef GetVolumetricCloudTexture (FRDGBuilder &GraphBuilder) const
 
bool RequiresDebugMaterials () const
 
ENGINE_API FRDGPooledBufferGetEyeAdaptationBuffer () const
 
- Public Member Functions inherited from FSceneView
ENGINE_API const FViewMatricesGetShadowViewMatrices () const
 
const FConvexVolumeGetCullingFrustum () const
 
ENGINE_API FSceneView (const FSceneViewInitOptions &InitOptions)
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS FSceneView (const FSceneView &Other)=default
 
 FSceneView (FSceneView &&Other)=default
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS virtual ENGINE_API ~FSceneView ()
 
bool AllowGPUParticleUpdate () const
 
ENGINE_API FVector4 WorldToScreen (const FVector &WorldPoint) const
 
ENGINE_API FVector ScreenToWorld (const FVector4 &ScreenPoint) const
 
ENGINE_API bool ScreenToPixel (const FVector4 &ScreenPoint, FVector2D &OutPixelLocation) const
 
ENGINE_API FVector4 PixelToScreen (float X, float Y, float Z) const
 
ENGINE_API FVector4 CursorToScreen (float X, float Y, float Z) const
 
ENGINE_API bool WorldToPixel (const FVector &WorldPoint, FVector2D &OutPixelLocation) const
 
ENGINE_API FVector4 PixelToWorld (float X, float Y, float Z) const
 
ENGINE_API FPlane Project (const FVector &WorldPoint) const
 
ENGINE_API FVector Deproject (const FPlane &ScreenPoint) const
 
ENGINE_API void DeprojectFVector2D (const FVector2D &ScreenPos, FVector &out_WorldOrigin, FVector &out_WorldDirection) const
 
FVector GetViewRight () const
 
FVector GetViewUp () const
 
FVector GetViewDirection () const
 
const FConvexVolumeGetDynamicMeshElementsShadowCullFrustum () const
 
void SetDynamicMeshElementsShadowCullFrustum (const FConvexVolume *InDynamicMeshElementsShadowCullFrustum)
 
const FVectorGetPreShadowTranslation () const
 
void SetPreShadowTranslation (const FVector &InPreShadowTranslation)
 
bool IsPerspectiveProjection () const
 
bool IsUnderwater () const
 
ENGINE_API FVector GetTemporalLODOrigin (int32 Index, bool bUseLaggedLODTransition=true) const
 
ENGINE_API float GetTemporalLODTransition () const
 
ENGINE_API uint32 GetDistanceFieldTemporalSampleIndex () const
 
ENGINE_API uint32 GetViewKey () const
 
ENGINE_API uint32 GetOcclusionFrameCounter () const
 
ENGINE_API void UpdateProjectionMatrix (const FMatrix &NewProjectionMatrix)
 
ENGINE_API void UpdateViewMatrix ()
 
ENGINE_API void UpdatePlanarReflectionViewMatrix (const FSceneView &SourceView, const FMirrorMatrix &MirrorMatrix)
 
ENGINE_API void StartFinalPostprocessSettings (FVector InViewLocation)
 
ENGINE_API void OverridePostProcessSettings (const FPostProcessSettings &Src, float Weight)
 
ENGINE_API void EndFinalPostprocessSettings (const FSceneViewInitOptions &ViewInitOptions)
 
ENGINE_API void SetupAntiAliasingMethod ()
 
ENGINE_API void ConfigureBufferVisualizationSettings ()
 
ENGINE_API void ConfigureVisualizeCalibrationSettings ()
 
ERHIFeatureLevel::Type GetFeatureLevel () const
 
ENGINE_API EShaderPlatform GetShaderPlatform () const
 
ENGINE_API bool IsInstancedStereoPass () const
 
int32 GetStereoPassInstanceFactor () const
 
ENGINE_API void SetupViewRectUniformBufferParameters (FViewUniformShaderParameters &ViewUniformShaderParameters, const FIntPoint &InBufferSize, const FIntRect &InEffectiveViewRect, const FViewMatrices &InViewMatrices, const FViewMatrices &InPrevViewMatrice) const
 
ENGINE_API void SetupCommonViewUniformBufferParameters (FViewUniformShaderParameters &ViewUniformShaderParameters, const FIntPoint &InBufferSize, int32 NumMSAASamples, const FIntRect &InEffectiveViewRect, const FViewMatrices &InViewMatrices, const FViewMatrices &InPrevViewMatrices) const
 
ENGINE_API bool HasValidEyeAdaptationBuffer () const
 
ENGINE_API FRDGPooledBufferGetEyeAdaptationBuffer () const
 
ENGINE_API float GetLastEyeAdaptationExposure () const
 
ENGINE_API float GetLastAverageSceneLuminance () const
 
ENGINE_API const FSceneViewGetPrimarySceneView () const
 
bool IsPrimarySceneView () const
 
ENGINE_API const FSceneViewGetInstancedSceneView () const
 
bool IsInstancedSceneView () const
 
ENGINE_API TArray< const FSceneView * > GetSecondaryViews () const
 
const TUniformBufferRef< FInstancedViewUniformShaderParameters > & GetInstancedViewUniformBuffer () const
 
ERenderTargetLoadAction GetOverwriteLoadAction () const
 
const FSceneViewGetSnapshotOriginView () const
 
bool IsRayTracingAllowedForView () const
 
bool HasEyeAdaptationViewState () const
 
- Public Member Functions inherited from FSceneViewFixLayout
virtual ~FSceneViewFixLayout ()=default
 

Public Attributes

FSceneRenderingBulkObjectAllocator Allocator
 
FIntRect ViewRect
 
FSceneViewStateViewState
 
TUniquePtr< FViewUniformShaderParametersCachedViewUniformShaderParameters
 
FSceneBitArray PrimitiveVisibilityMap
 
FSceneBitArray PrimitiveRayTracingVisibilityMap
 
FSceneBitArray PrimitiveDefinitelyUnoccludedMap
 
FSceneBitArray PotentiallyFadingPrimitiveMap
 
TArray< FRHIUniformBuffer *, SceneRenderingAllocatorPrimitiveFadeUniformBuffers
 
FSceneBitArray PrimitiveFadeUniformBufferMap
 
FUniformBufferRHIRef DitherFadeInUniformBuffer
 
FUniformBufferRHIRef DitherFadeOutUniformBuffer
 
TArray< FPrimitiveViewRelevance, SceneRenderingAllocatorPrimitiveViewRelevanceMap
 
FSceneBitArray StaticMeshVisibilityMap
 
FSceneBitArray StaticMeshFadeOutDitheredLODMap
 
FSceneBitArray StaticMeshFadeInDitheredLODMap
 
TArray< FLODMask, SceneRenderingAllocatorPrimitivesLODMask
 
TArray< FPrimitiveSceneInfo *, SceneRenderingAllocatorVisibleDynamicPrimitivesWithSimpleLights
 
int32 NumVisibleDynamicPrimitives
 
int32 NumVisibleDynamicEditorPrimitives
 
int32 NumVisibleDynamicMeshElements [EMeshPass::Num]
 
TArray< FPrimitiveSceneInfo *, SceneRenderingAllocatorDirtyIndirectLightingCacheBufferPrimitives
 
UE::FMutex DirtyIndirectLightingCacheBufferPrimitivesMutex
 
FTranslucentSelfShadowUniformBufferMap TranslucentSelfShadowUniformBufferMap
 
FGlobalDistanceFieldInfoGlobalDistanceFieldInfo = *Allocator.Create<FGlobalDistanceFieldInfo>()
 
FTranslucenyPrimCount TranslucentPrimCount
 
bool bHasDistortionPrimitives
 
bool bHasCustomDepthPrimitives
 
TSet< uint32, DefaultKeyFuncs< uint32 >, SceneRenderingSetAllocatorCustomDepthStencilValues
 
TArray< FPrimitiveInstanceRange, SceneRenderingAllocatorNaniteCustomDepthInstances
 
TArray< FVolumetricMeshBatch, SceneRenderingAllocatorVolumetricMeshBatches
 
TArray< FVolumetricMeshBatch, SceneRenderingAllocatorHeterogeneousVolumesMeshBatches
 
TArray< FSkyMeshBatch, SceneRenderingAllocatorSkyMeshBatches
 
TArray< FSortedTrianglesMeshBatch, SceneRenderingAllocatorSortedTrianglesMeshBatches
 
TArray< FVisibleLightViewInfo, SceneRenderingAllocatorVisibleLightInfos
 
TArray< const FLightSceneProxy *, SceneRenderingAllocatorVisibleReflectionCaptureLights
 
FBatchedElementsBatchedViewElements = *Allocator.Create<FBatchedElements>()
 
FBatchedElementsTopBatchedViewElements = *Allocator.Create<FBatchedElements>()
 
TIndirectArray< FMeshBatch, SceneRenderingAllocatorViewMeshElements
 
TIndirectArray< FMeshBatch, SceneRenderingAllocatorTopViewMeshElements
 
TArray< FDynamicPrimitiveResource *, SceneRenderingAllocatorDynamicResources
 
TArray< FMeshBatchAndRelevance, SceneRenderingAllocatorDynamicMeshElements
 
TArray< FInt32Vector2, SceneRenderingAllocatorDynamicMeshElementRanges
 
TArray< FMeshBatchAndRelevance, SceneRenderingAllocatorHairStrandsMeshElements
 
TArray< FMeshBatchAndRelevance, SceneRenderingAllocatorHairCardsMeshElements
 
TArray< FMeshPassMask, SceneRenderingAllocatorDynamicMeshElementsPassRelevance
 
TArray< FMeshBatchAndRelevance, SceneRenderingAllocatorRayTracedDynamicMeshElements
 
TArray< FMeshBatchAndRelevance, SceneRenderingAllocatorDynamicEditorMeshElements
 
FSimpleElementCollectorSimpleElementCollector = *Allocator.Create<FSimpleElementCollector>()
 
FSimpleElementCollectorEditorSimpleElementCollector = *Allocator.Create<FSimpleElementCollector>()
 
TStaticArray< FParallelMeshDrawCommandPass *, EMeshPass::NumParallelMeshDrawCommandPasses = TStaticArray<FParallelMeshDrawCommandPass*, EMeshPass::Num>(InPlace, nullptr)
 
FMobileCSMVisibilityInfo MobileCSMVisibilityInfo
 
FSubstrateViewDataSubstrateViewData = *Allocator.Create<FSubstrateViewData>()
 
FLocalFogVolumeViewDataLocalFogVolumeViewData = *Allocator.Create<FLocalFogVolumeViewData>()
 
FHairStrandsViewDataHairStrandsViewData = *Allocator.Create<FHairStrandsViewData>()
 
LightFunctionAtlas::FLightFunctionAtlasViewData LightFunctionAtlasViewData
 
FVector4f ExponentialFogParameters
 
FVector4f ExponentialFogParameters2
 
FVector3f ExponentialFogColor
 
float FogMaxOpacity
 
FVector4f ExponentialFogParameters3
 
FVector4f SkyAtmosphereAmbientContributionColorScale
 
float FogEndDistance
 
bool bEnableVolumetricFog
 
float VolumetricFogStartDistance
 
float VolumetricFogNearFadeInDistanceInv
 
FVector3f VolumetricFogAlbedo
 
float VolumetricFogPhaseG
 
FVector2f SinCosInscatteringColorCubemapRotation
 
UTextureFogInscatteringColorCubemap
 
FVector FogInscatteringTextureParameters
 
bool bUseDirectionalInscattering
 
float DirectionalInscatteringExponent
 
float DirectionalInscatteringStartDistance
 
FVector InscatteringLightDirection
 
FLinearColor DirectionalInscatteringColor
 
FVector TranslucencyLightingVolumeMin [TVC_MAX]
 
float TranslucencyVolumeVoxelSize [TVC_MAX]
 
FVector TranslucencyLightingVolumeSize [TVC_MAX]
 
FViewInfoTemporalSourceView
 
int32 TemporalJitterSequenceLength
 
int32 TemporalJitterIndex
 
FVector2D TemporalJitterPixels
 
uint32 bStatePrevViewInfoIsReadOnly: 1
 
uint32 bHasNoVisiblePrimitive: 1
 
uint32 bHasTranslucentViewMeshElements: 1
 
uint32 bPrevTransformsReset: 1
 
uint32 bIgnoreExistingQueries: 1
 
uint32 bDisableQuerySubmissions: 1
 
uint32 bUsesGlobalDistanceField: 1
 
uint32 bUsesLightingChannels: 1
 
uint32 bTranslucentSurfaceLighting: 1
 
uint32 bCustomDepthStencilValid: 1
 
uint32 bUsesCustomDepth: 1
 
uint32 bUsesCustomStencil: 1
 
uint32 bUsesMotionVectorWorldOffset: 1
 
uint32 bFogOnlyOnRenderedOpaque: 1
 
uint32 bSceneHasSkyMaterial: 1
 
uint32 bHasSingleLayerWaterMaterial: 1
 
uint32 bUsesSecondStageDepthPass: 1
 
uint32 bSceneCaptureMainViewJitter: 1
 
float AutoBeforeDOFTranslucencyBoundary
 
uint16 ShadingModelMaskInView
 
FPreviousViewInfoPrevViewInfo = *Allocator.Create<FPreviousViewInfo>()
 
int32 NumVisibleStaticMeshElements
 
float PreExposure
 
const uint8PrecomputedVisibilityData
 
FOcclusionQueryBatcher IndividualOcclusionQueries
 
FOcclusionQueryBatcher GroupedOcclusionQueries
 
FRDGTextureRef HZB = nullptr
 
FRDGTextureRef ClosestHZB = nullptr
 
TStaticArray< FTranslucencyVolumeMarkData, TVC_MAXTranslucencyVolumeMarkData = {}
 
int32 NumBoxReflectionCaptures
 
int32 NumSphereReflectionCaptures
 
float FurthestReflectionCaptureDistance
 
TUniformBufferRef< FReflectionCaptureShaderDataReflectionCaptureUniformBuffer
 
TUniformBufferRef< FMobileReflectionCaptureShaderDataMobileReflectionCaptureUniformBuffer
 
TRefCountPtr< IPooledRenderTargetSkyAtmosphereCameraAerialPerspectiveVolume
 
TRefCountPtr< IPooledRenderTargetSkyAtmosphereCameraAerialPerspectiveVolumeMieOnly
 
TRefCountPtr< IPooledRenderTargetSkyAtmosphereCameraAerialPerspectiveVolumeRayOnly
 
TRefCountPtr< IPooledRenderTargetSkyAtmosphereViewLutTexture
 
const FAtmosphereUniformShaderParametersSkyAtmosphereUniformShaderParameters
 
FRDGTextureRef VolumetricCloudSkyAO = nullptr
 
TUniformBufferRef< FViewUniformShaderParametersVolumetricRenderTargetViewUniformBuffer
 
FRDGTextureRef VolumetricCloudShadowRenderTarget [NUM_ATMOSPHERE_LIGHTS] = {}
 
TRefCountPtr< IPooledRenderTargetVolumetricCloudShadowExtractedRenderTarget [NUM_ATMOSPHERE_LIGHTS] = {}
 
FForwardLightingViewResources ForwardLightingResources
 
FVolumetricFogViewResources VolumetricFogResources
 
bool bLightGridHasRectLights = false
 
bool bLightGridHasTexturedLights = false
 
FRDGTextureRef HeterogeneousVolumeRadiance = nullptr
 
FRDGTextureRef HeterogeneousVolumeHoldout = nullptr
 
FRDGTextureRef HeterogeneousVolumeBeerShadowMap = nullptr
 
FIntPoint HZBMipmap0Size
 
float OneOverNumPossiblePixels
 
TOptional< FMobileLightShaftInfoMobileLightShaft
 
FGlobalShaderMapShaderMap
 
bool bUseComputePasses = false
 
bool bAllowStencilDither
 
float MaterialMaxEmissiveValue
 
ICustomVisibilityQueryCustomVisibilityQuery
 
const FTexture2DResourceFFTBloomKernelTexture = nullptr
 
const FTexture2DResourceFilmGrainTexture = nullptr
 
TArray< FPrimitiveSceneInfo *, SceneRenderingAllocatorIndirectShadowPrimitives
 
FTextureRHIRef PrimitiveSceneDataTextureOverrideRHI
 
FLensDistortionLUT LensDistortionLUT
 
FShaderPrintData ShaderPrintData
 
FLumenFrontLayerTranslucency LumenFrontLayerTranslucency
 
FLumenSceneDataViewLumenSceneData
 
int32 SceneRendererPrimaryViewId
 
FPersistentViewId PersistentViewId
 
FIntRect ViewRectWithSecondaryViews
 
FGPUScenePrimitiveCollector DynamicPrimitiveCollector
 
FGPUScenePrimitiveCollector RayTracingDynamicPrimitiveCollector
 
- Public Attributes inherited from FSceneView
const FSceneViewFamilyFamily
 
FSceneViewStateInterfaceState
 
TUniformBufferRef< FViewUniformShaderParametersViewUniformBuffer
 
FSceneViewInitOptions SceneViewInitOptions
 
FSceneViewOwner ViewActor
 
int32 PlayerIndex
 
FViewElementDrawerDrawer
 
const FIntRect UnscaledViewRect
 
FIntRect UnconstrainedViewRect
 
int32 MaxShadowCascades
 
FViewMatrices ViewMatrices
 
FVector ViewLocation
 
FRotator ViewRotation
 
FQuat BaseHmdOrientation
 
FVector BaseHmdLocation
 
float WorldToMetersScale
 
TOptional< FTransformPreviousViewTransform
 
uint8 ShadowViewMatrices
 
FMatrix ProjectionMatrixUnadjustedForRHI
 
FLinearColor BackgroundColor
 
FLinearColor OverlayColor
 
FLinearColor ColorScale
 
EStereoscopicPass StereoPass
 
int32 StereoViewIndex
 
int32 PrimaryViewIndex
 
bool bAllowCrossGPUTransfer
 
bool bOverrideGPUMask
 
FRHIGPUMask GPUMask
 
bool bRenderFirstInstanceOnly
 
bool bUseFieldOfViewForLOD
 
bool bHMDHiddenAreaMaskActive = false
 
float FOV
 
float DesiredFOV
 
EDrawDynamicFlags::Type DrawDynamicFlags
 
FName CurrentBufferVisualizationMode
 
FName CurrentNaniteVisualizationMode
 
FName CurrentLumenVisualizationMode
 
FName CurrentSubstrateVisualizationMode
 
FName CurrentGroomVisualizationMode
 
FName CurrentVirtualShadowMapVisualizationMode
 
FName CurrentVirtualTextureVisualizationMode
 
FName CurrentVisualizeCalibrationColorMaterialName
 
FName CurrentVisualizeCalibrationGrayscaleMaterialName
 
FName CurrentVisualizeCalibrationCustomMaterialName
 
FName CurrentGPUSkinCacheVisualizationMode
 
FVector4f DiffuseOverrideParameter
 
FVector4f SpecularOverrideParameter
 
FVector4f NormalOverrideParameter
 
FVector2f RoughnessOverrideParameter
 
FVector2f AmbientOcclusionOverrideParameter
 
float MaterialTextureMipBias
 
TSet< FPrimitiveComponentIdHiddenPrimitives
 
TOptional< TSet< FPrimitiveComponentId > > ShowOnlyPrimitives
 
bool bAllowTemporalJitter
 
FConvexVolume ViewFrustum
 
uint8 CullingFrustum
 
bool bHasNearClippingPlane
 
FPlane NearClippingPlane
 
float NearClippingDistance
 
FVector CullingOrigin
 
bool bReverseCulling
 
FVector4f InvDeviceZToWorldZTransform
 
FVector OriginOffsetThisFrame
 
float LODDistanceFactor
 
bool bCameraCut
 
FIntPoint CursorPos
 
bool bIsGameView
 
bool bIsViewInfo
 
class FCustomRenderPassBaseCustomRenderPass = nullptr
 
bool bIsSceneCapture
 
bool bIsSceneCaptureCube
 
bool bEyeAdaptationAllViewPixels
 
bool bSceneCaptureUsesRayTracing
 
bool bIsReflectionCapture
 
bool bIsPlanarReflection
 
bool bIsVirtualTexture
 
bool bIsOfflineRender
 
bool bRenderSceneTwoSided
 
bool bIsLocked
 
bool bStaticSceneOnly
 
bool bIsInstancedStereoEnabled
 
bool bIsMultiViewportEnabled
 
bool bIsMobileMultiViewEnabled
 
bool bShouldBindInstancedViewUB
 
bool bIsSinglePassStereo
 
bool bForceCameraVisibilityReset
 
bool bDisableDistanceBasedFadeTransitions
 
bool bExcludeFromSceneTextureExtents = false
 
bool bForcePathTracerReset
 
int32 PathTracerSeedOffset
 
float UnderwaterDepth
 
EViewWaterIntersection WaterIntersection = EViewWaterIntersection::OutsideWater
 
FPlane GlobalClippingPlane
 
FIntRect CameraConstrainedViewRect
 
FVector TranslucentSortAxis
 
TEnumAsByte< ETranslucentSortPolicy::TypeTranslucentSortPolicy
 
TOptional< uint32OverrideFrameIndexValue
 
TOptional< uint32OverrideOutputFrameIndexValue
 
FVector4f LensPrincipalPointOffsetScale
 
TOptional< boolbCameraMotionBlur
 
TOptional< FMatrixClipToPrevClipOverride
 
FFinalPostProcessSettings FinalPostProcessSettings
 
EAntiAliasingMethod AntiAliasingMethod
 
EPrimaryScreenPercentageMethod PrimaryScreenPercentageMethod
 
FTextureRHIRef AtmosphereTransmittanceTexture
 
FTextureRHIRef AtmosphereIrradianceTexture
 
FTextureRHIRef AtmosphereInscatterTexture
 
FShaderResourceViewRHIRef WaterIndirectionBuffer
 
FShaderResourceViewRHIRef WaterDataBuffer
 
int32 WaterInfoTextureViewIndex = INDEX_NONE
 
TArray< FWaterInfoTextureRenderingParamsWaterInfoTextureRenderingParams
 
FShaderResourceViewRHIRef LandscapeIndirectionBuffer
 
FShaderResourceViewRHIRef LandscapePerComponentDataBuffer
 
bool bEnableDynamicCocOffset = false
 
float InFocusDistance = 0.0
 
FTextureRHIRef DynamicCocOffsetLUT
 
const ERHIFeatureLevel::Type FeatureLevel
 
uint32 InstanceFactor = 1
 
bool bAllowRayTracing = true
 
uint8 ViewLightingChannelMask = FViewLightingChannels::GetMaskDefault()
 
UE::StereoRenderUtils::FStereoShaderAspects Aspects
 
FName CurrentRayTracingDebugVisualizationMode
 

Additional Inherited Members

- Static Public Member Functions inherited from FSceneView
static ENGINE_API void DeprojectScreenToWorld (const FVector2D &ScreenPos, const FIntRect &ViewRect, const FMatrix &InvViewMatrix, const FMatrix &InvProjMatrix, FVector &out_WorldOrigin, FVector &out_WorldDirection)
 
static ENGINE_API void DeprojectScreenToWorld (const FVector2D &ScreenPos, const FIntRect &ViewRect, const FMatrix &InvViewProjMatrix, FVector &out_WorldOrigin, FVector &out_WorldDirection)
 
static ENGINE_API bool ProjectWorldToScreen (const FVector &WorldPosition, const FIntRect &ViewRect, const FMatrix &ViewProjectionMatrix, FVector2D &out_ScreenPos, bool bShouldCalcOutsideViewPosition=false)
 
static ENGINE_API FVector4f GetScreenPositionScaleBias (const FIntPoint &BufferSize, const FIntRect &ViewRect)
 
- Protected Attributes inherited from FSceneView
const FSceneViewSnapshotOriginView = nullptr
 
FSceneViewStateInterfaceEyeAdaptationViewState = nullptr
 
TUniformBufferRef< FInstancedViewUniformShaderParametersInstancedViewUniformBuffer
 

Detailed Description

A FSceneView with additional state used by the scene renderer.

Constructor & Destructor Documentation

◆ FViewInfo() [1/2]

FViewInfo::FViewInfo ( const FSceneViewInitOptions InitOptions)

Initialization constructor. Passes all parameters to FSceneView constructor

◆ FViewInfo() [2/2]

FViewInfo::FViewInfo ( const FSceneView InView)
explicit

Initialization constructor.

Parameters
InView- copy to init with

◆ ~FViewInfo()

FViewInfo::~FViewInfo ( )
virtual

Destructor.

Member Function Documentation

◆ BeginRenderView()

void FViewInfo::BeginRenderView ( ) const

Prepares the view shader parameters for rendering and calls the persistent uniform buffer hooks.

◆ Cleanup()

void FViewInfo::Cleanup ( )

◆ CreateMeshPass()

FParallelMeshDrawCommandPass * FViewInfo::CreateMeshPass ( EMeshPass::Type  MeshPass)

◆ CreateSnapshot()

FViewInfo * FViewInfo::CreateSnapshot ( ) const

Create a snapshot of this view info on the scene allocator.

◆ CreateViewUniformBuffers()

void FViewInfo::CreateViewUniformBuffers ( const FViewUniformShaderParameters Params)

Creates both ViewUniformBuffer and InstancedViewUniformBuffer (if needed).

◆ DecayLoadAction()

ERenderTargetLoadAction FViewInfo::DecayLoadAction ( ERenderTargetLoadAction  RequestedLoadAction) const
inline

◆ EnqueueEyeAdaptationExposureBufferReadback()

void FViewInfo::EnqueueEyeAdaptationExposureBufferReadback ( FRDGBuilder GraphBuilder) const

Enqueue a pass to readback current exposure

◆ GetDynamicMeshElementRange()

FInt32Range FViewInfo::GetDynamicMeshElementRange ( uint32  PrimitiveIndex) const

◆ GetEyeAdaptationBuffer() [1/2]

FRDGPooledBuffer * FSceneView::GetEyeAdaptationBuffer ( ) const

Allocates and returns the current eye adaptation buffer.

◆ GetEyeAdaptationBuffer() [2/2]

FRDGPooledBuffer * FViewInfo::GetEyeAdaptationBuffer ( FRDGBuilder GraphBuilder) const

◆ GetFamilyViewRect()

FIntRect FViewInfo::GetFamilyViewRect ( ) const

Returns view rect for all views in the family (usable for atlased views only). Normally a union of their view rects

◆ GetInstancedView()

const FViewInfo * FViewInfo::GetInstancedView ( ) const
inline

Returns the instanced view associated with the input view, or null if none exists.

◆ GetLastAverageLocalExposure()

float FViewInfo::GetLastAverageLocalExposure ( ) const

Get the last valid average local exposure value.

◆ GetLastAverageSceneLuminance()

float FViewInfo::GetLastAverageSceneLuminance ( ) const

Get the last valid average scene luminance for eye adaptation (exposure compensation curve).

◆ GetLastEyeAdaptationExposure()

float FViewInfo::GetLastEyeAdaptationExposure ( ) const

Get the last valid exposure value for eye adaptation.

◆ GetLumenTranslucencyGIVolume()

const FLumenTranslucencyGIVolume & FViewInfo::GetLumenTranslucencyGIVolume ( ) const
inline

◆ GetMegaLightsVolume()

const FMegaLightsVolume & FViewInfo::GetMegaLightsVolume ( ) const
inline

◆ GetOwnLumenTranslucencyGIVolume()

FLumenTranslucencyGIVolume & FViewInfo::GetOwnLumenTranslucencyGIVolume ( )
inline

◆ GetOwnMegaLightsVolume()

FMegaLightsVolume & FViewInfo::GetOwnMegaLightsVolume ( )
inline

◆ GetPrimaryView()

const FViewInfo * FViewInfo::GetPrimaryView ( ) const

Returns the primary view associated with the input view, or null if none exists.

◆ GetSceneTextures()

const FSceneTextures & FViewInfo::GetSceneTextures ( ) const
inline

◆ GetSceneTexturesChecked()

const FSceneTextures * FViewInfo::GetSceneTexturesChecked ( ) const
inline

◆ GetSceneTexturesConfig()

const FSceneTexturesConfig & FViewInfo::GetSceneTexturesConfig ( ) const
inline

Get scene textures or config from the view family associated with this view

◆ GetSceneUniforms()

FSceneUniformBuffer & FViewInfo::GetSceneUniforms ( ) const
inline

◆ GetSecondaryViewCropRect()

FIntRect FViewInfo::GetSecondaryViewCropRect ( ) const

Returns the rectangle to crop to during the secondary upscale

◆ GetSecondaryViewRectSize()

FIntPoint FViewInfo::GetSecondaryViewRectSize ( ) const

Returns the size of view rect after primary upscale ( == only with secondary screen percentage).

◆ GetShaderParameters()

FViewShaderParameters FViewInfo::GetShaderParameters ( ) const

Returns the set of view uniform buffers representing this view.

◆ GetTonemappingLUT() [1/2]

IPooledRenderTarget * FViewInfo::GetTonemappingLUT ( ) const

Gets the tonemapping LUT texture, previously computed by the CombineLUTS post process, for stereo rendering, this will force the post-processing to use the same texture for both eyes

◆ GetTonemappingLUT() [2/2]

IPooledRenderTarget * FViewInfo::GetTonemappingLUT ( FRHICommandList RHICmdList,
const int32  LUTSize,
const bool  bUseVolumeLUT,
const bool  bNeedUAV,
const bool  bNeedFloatOutput 
) const

Gets the rendertarget that will be populated by CombineLUTS post process for stereo rendering, this will force the post-processing to use the same render target for both eyes

◆ GetUnscaledFamilyViewRect()

FIntRect FViewInfo::GetUnscaledFamilyViewRect ( ) const

Similar to above, but returns the unscaled rect, ignoring dynamic resolution scaling

◆ GetVolumetricCloudTexture()

FRDGTextureRef FViewInfo::GetVolumetricCloudTexture ( FRDGBuilder GraphBuilder) const

◆ InitRHIResources()

void FViewInfo::InitRHIResources ( uint32  OverrideNumMSAASamples = 0)

Initializes the RHI resources used by this view. OverrideNumMSAASamples can optionally override NumSceneColorMSAASamples (needed for editor views)

◆ IsDistanceCulled()

bool FViewInfo::IsDistanceCulled ( float  DistanceSquared,
float  MinDrawDistance,
float  InMaxDrawDistance,
const FPrimitiveSceneInfo PrimitiveSceneInfo 
)

Determines distance culling and fades if the state changes

◆ IsDistanceCulled_AnyThread()

bool FViewInfo::IsDistanceCulled_AnyThread ( float  DistanceSquared,
float  MinDrawDistance,
float  InMaxDrawDistance,
const FPrimitiveSceneInfo PrimitiveSceneInfo,
bool bOutMayBeFading,
bool bOutFadingIn 
) const

◆ IsFirstInFamily()

bool FViewInfo::IsFirstInFamily ( ) const
inline

◆ IsLastInFamily()

bool FViewInfo::IsLastInFamily ( ) const
inline

◆ RequiresDebugMaterials()

bool FViewInfo::RequiresDebugMaterials ( ) const

Return true if this view requires the use of debug material permutations.

◆ RequiresSecondaryUpscale()

bool FViewInfo::RequiresSecondaryUpscale ( ) const
inline

Returns whether the view requires a secondary upscale.

◆ SetupDefaultGlobalDistanceFieldUniformBufferParameters()

void FViewInfo::SetupDefaultGlobalDistanceFieldUniformBufferParameters ( FViewUniformShaderParameters ViewUniformShaderParameters) const

◆ SetupGlobalDistanceFieldUniformBufferParameters()

void FViewInfo::SetupGlobalDistanceFieldUniformBufferParameters ( FViewUniformShaderParameters ViewUniformShaderParameters) const

◆ SetupUniformBufferParameters() [1/2]

void FViewInfo::SetupUniformBufferParameters ( const FViewMatrices InViewMatrices,
const FViewMatrices InPrevViewMatrices,
FBox OutTranslucentCascadeBoundsArray,
int32  NumTranslucentCascades,
FViewUniformShaderParameters ViewUniformShaderParameters 
) const

Creates ViewUniformShaderParameters given a set of view transforms.

Creates the view's uniform buffers given a set of view transforms.

◆ SetupUniformBufferParameters() [2/2]

void FViewInfo::SetupUniformBufferParameters ( FBox OutTranslucentCascadeBoundsArray,
int32  NumTranslucentCascades,
FViewUniformShaderParameters ViewUniformShaderParameters 
) const
inline

Recreates ViewUniformShaderParameters, taking the view transform from the View Matrices

◆ SetupVolumetricFogUniformBufferParameters()

void FViewInfo::SetupVolumetricFogUniformBufferParameters ( FViewUniformShaderParameters ViewUniformShaderParameters) const

◆ SetValidTonemappingLUT()

void FViewInfo::SetValidTonemappingLUT ( ) const

Informs sceneinfo that tonemapping LUT has queued commands to compute it at least once

◆ ShouldRenderView()

bool FViewInfo::ShouldRenderView ( ) const
inline

Instanced stereo and multi-view only need to render the left eye.

◆ ShouldUpdateEyeAdaptationBuffer()

bool FViewInfo::ShouldUpdateEyeAdaptationBuffer ( ) const

Returns whether the current view should update the eye adaptation state

◆ SwapEyeAdaptationBuffers()

void FViewInfo::SwapEyeAdaptationBuffers ( ) const

Swap the order of the two eye adaptation targets in the double buffer system

◆ UpdateEyeAdaptationLastExposureFromBuffer()

void FViewInfo::UpdateEyeAdaptationLastExposureFromBuffer ( ) const

Update Last Exposure with the most recent available value

◆ UpdatePreExposure()

void FViewInfo::UpdatePreExposure ( )

Compute the pre-exposure of internal renderer resources.

Whether PreExposure is supported at all for a output code path. Mobile LDR renders directly into low bitdepth back buffer. So there the final exposure is directly applied in BasePassPixelShader.usf, and ruse the View.PreExposure code path for code maintenance reason.

◆ UpdatePrimitiveFadingState()

bool FViewInfo::UpdatePrimitiveFadingState ( const FPrimitiveSceneInfo PrimitiveSceneInfo,
bool  bFadingIn 
)
Returns
- whether this primitive has completely faded out

Member Data Documentation

◆ Allocator

FSceneRenderingBulkObjectAllocator FViewInfo::Allocator

◆ AutoBeforeDOFTranslucencyBoundary

float FViewInfo::AutoBeforeDOFTranslucencyBoundary

Whether post DOF translucency should be rendered before DOF if primitive bounds behind DOF's focus distance.

◆ bAllowStencilDither

bool FViewInfo::bAllowStencilDither

◆ BatchedViewElements

FBatchedElements& FViewInfo::BatchedViewElements = *Allocator.Create<FBatchedElements>()

The view's batched elements.

◆ bCustomDepthStencilValid

uint32 FViewInfo::bCustomDepthStencilValid

◆ bDisableQuerySubmissions

uint32 FViewInfo::bDisableQuerySubmissions

Whether we should submit new queries this frame. (used to disable occlusion queries completely.

◆ bEnableVolumetricFog

bool FViewInfo::bEnableVolumetricFog

◆ bFogOnlyOnRenderedOpaque

uint32 FViewInfo::bFogOnlyOnRenderedOpaque

Whether fog should only be computed on rendered opaque pixels or not.

◆ bHasCustomDepthPrimitives

bool FViewInfo::bHasCustomDepthPrimitives

◆ bHasDistortionPrimitives

bool FViewInfo::bHasDistortionPrimitives

◆ bHasNoVisiblePrimitive

uint32 FViewInfo::bHasNoVisiblePrimitive

true if all PrimitiveVisibilityMap's bits are set to false.

◆ bHasSingleLayerWaterMaterial

uint32 FViewInfo::bHasSingleLayerWaterMaterial

true if the scene has at least one mesh with a material tagged as water visible in a view.

◆ bHasTranslucentViewMeshElements

uint32 FViewInfo::bHasTranslucentViewMeshElements

true if the view has at least one mesh with a translucent material.

◆ bIgnoreExistingQueries

uint32 FViewInfo::bIgnoreExistingQueries

Whether we should ignore queries from last frame (useful to ignoring occlusions on the first frame after a large camera movement).

◆ bLightGridHasRectLights

bool FViewInfo::bLightGridHasRectLights = false

◆ bLightGridHasTexturedLights

bool FViewInfo::bLightGridHasTexturedLights = false

◆ bPrevTransformsReset

uint32 FViewInfo::bPrevTransformsReset

Indicates whether previous frame transforms were reset this frame for any reason.

◆ bSceneCaptureMainViewJitter

uint32 FViewInfo::bSceneCaptureMainViewJitter

Set to true if this is a scene capture sharing temporal AA jitter with the main view camera. Needed to force temporal jitter logic to run when post processing is disabled for the scene capture, which otherwise disables jitter.

◆ bSceneHasSkyMaterial

uint32 FViewInfo::bSceneHasSkyMaterial

true if the scene has at least one mesh with a material tagged as sky. This is used to skip the sky rendering part during the SkyAtmosphere pass on non mobile platforms.

◆ bStatePrevViewInfoIsReadOnly

uint32 FViewInfo::bStatePrevViewInfoIsReadOnly

Whether FSceneViewState::PrevFrameViewInfo can be updated with this view.

◆ bTranslucentSurfaceLighting

uint32 FViewInfo::bTranslucentSurfaceLighting

◆ bUseComputePasses

bool FViewInfo::bUseComputePasses = false

◆ bUseDirectionalInscattering

bool FViewInfo::bUseDirectionalInscattering

Parameters for directional inscattering of exponential height fog.

◆ bUsesCustomDepth

uint32 FViewInfo::bUsesCustomDepth

◆ bUsesCustomStencil

uint32 FViewInfo::bUsesCustomStencil

◆ bUsesGlobalDistanceField

uint32 FViewInfo::bUsesGlobalDistanceField

Whether the view has any materials that use the global distance field.

◆ bUsesLightingChannels

uint32 FViewInfo::bUsesLightingChannels

◆ bUsesMotionVectorWorldOffset

uint32 FViewInfo::bUsesMotionVectorWorldOffset

Whether the view has any materials that uses motion vector offset to apply per pixel modification of velocities

◆ bUsesSecondStageDepthPass

uint32 FViewInfo::bUsesSecondStageDepthPass

True if the scene has at least one mesh that needs to sample form the first stage depth buffer. And as such will need to render in the second stage depth buffer after the first stage depth buffer is copied. The first stage depth buffer is usually used for depth buffer collision and projection of Niagara's particles.

◆ CachedViewUniformShaderParameters

TUniquePtr<FViewUniformShaderParameters> FViewInfo::CachedViewUniformShaderParameters

Cached view uniform shader parameters, to allow recreating the view uniform buffer without having to fill out the entire struct.

◆ ClosestHZB

FRDGTextureRef FViewInfo::ClosestHZB = nullptr

◆ CustomDepthStencilValues

TSet<uint32, DefaultKeyFuncs<uint32>, SceneRenderingSetAllocator> FViewInfo::CustomDepthStencilValues

Get all stencil values written into the custom depth pass

◆ CustomVisibilityQuery

ICustomVisibilityQuery* FViewInfo::CustomVisibilityQuery

Custom visibility query for view

◆ DirectionalInscatteringColor

FLinearColor FViewInfo::DirectionalInscatteringColor

◆ DirectionalInscatteringExponent

float FViewInfo::DirectionalInscatteringExponent

◆ DirectionalInscatteringStartDistance

float FViewInfo::DirectionalInscatteringStartDistance

◆ DirtyIndirectLightingCacheBufferPrimitives

TArray<FPrimitiveSceneInfo*,SceneRenderingAllocator> FViewInfo::DirtyIndirectLightingCacheBufferPrimitives

List of visible primitives with dirty indirect lighting cache buffers

◆ DirtyIndirectLightingCacheBufferPrimitivesMutex

UE::FMutex FViewInfo::DirtyIndirectLightingCacheBufferPrimitivesMutex

◆ DitherFadeInUniformBuffer

FUniformBufferRHIRef FViewInfo::DitherFadeInUniformBuffer

One frame dither fade in uniform buffer.

◆ DitherFadeOutUniformBuffer

FUniformBufferRHIRef FViewInfo::DitherFadeOutUniformBuffer

One frame dither fade out uniform buffer.

◆ DynamicEditorMeshElements

TArray<FMeshBatchAndRelevance,SceneRenderingAllocator> FViewInfo::DynamicEditorMeshElements

◆ DynamicMeshElementRanges

TArray<FInt32Vector2, SceneRenderingAllocator> FViewInfo::DynamicMeshElementRanges

◆ DynamicMeshElements

TArray<FMeshBatchAndRelevance,SceneRenderingAllocator> FViewInfo::DynamicMeshElements

Gathered in initviews from all the primitives with dynamic view relevance, used in each mesh pass.

◆ DynamicMeshElementsPassRelevance

TArray<FMeshPassMask, SceneRenderingAllocator> FViewInfo::DynamicMeshElementsPassRelevance

◆ DynamicPrimitiveCollector

FGPUScenePrimitiveCollector FViewInfo::DynamicPrimitiveCollector

Collector for view-dependent data.

◆ DynamicResources

The dynamic resources used by the view elements.

◆ EditorSimpleElementCollector

FSimpleElementCollector& FViewInfo::EditorSimpleElementCollector = *Allocator.Create<FSimpleElementCollector>()

◆ ExponentialFogColor

FVector3f FViewInfo::ExponentialFogColor

◆ ExponentialFogParameters

FVector4f FViewInfo::ExponentialFogParameters

Parameters for exponential height fog.

◆ ExponentialFogParameters2

FVector4f FViewInfo::ExponentialFogParameters2

◆ ExponentialFogParameters3

FVector4f FViewInfo::ExponentialFogParameters3

◆ FFTBloomKernelTexture

const FTexture2DResource* FViewInfo::FFTBloomKernelTexture = nullptr

◆ FilmGrainTexture

const FTexture2DResource* FViewInfo::FilmGrainTexture = nullptr

◆ FogEndDistance

float FViewInfo::FogEndDistance

◆ FogInscatteringColorCubemap

UTexture* FViewInfo::FogInscatteringColorCubemap

◆ FogInscatteringTextureParameters

FVector FViewInfo::FogInscatteringTextureParameters

◆ FogMaxOpacity

float FViewInfo::FogMaxOpacity

◆ ForwardLightingResources

FForwardLightingViewResources FViewInfo::ForwardLightingResources

◆ FurthestReflectionCaptureDistance

float FViewInfo::FurthestReflectionCaptureDistance

◆ GlobalDistanceFieldInfo

FGlobalDistanceFieldInfo& FViewInfo::GlobalDistanceFieldInfo = *Allocator.Create<FGlobalDistanceFieldInfo>()

View dependent global distance field clipmap info.

◆ GroupedOcclusionQueries

FOcclusionQueryBatcher FViewInfo::GroupedOcclusionQueries

◆ HairCardsMeshElements

TArray<FMeshBatchAndRelevance, SceneRenderingAllocator> FViewInfo::HairCardsMeshElements

◆ HairStrandsMeshElements

TArray<FMeshBatchAndRelevance, SceneRenderingAllocator> FViewInfo::HairStrandsMeshElements

Hair strands & cards dynamic mesh element.

◆ HairStrandsViewData

FHairStrandsViewData& FViewInfo::HairStrandsViewData = *Allocator.Create<FHairStrandsViewData>()

◆ HeterogeneousVolumeBeerShadowMap

FRDGTextureRef FViewInfo::HeterogeneousVolumeBeerShadowMap = nullptr

◆ HeterogeneousVolumeHoldout

FRDGTextureRef FViewInfo::HeterogeneousVolumeHoldout = nullptr

◆ HeterogeneousVolumeRadiance

FRDGTextureRef FViewInfo::HeterogeneousVolumeRadiance = nullptr

◆ HeterogeneousVolumesMeshBatches

TArray<FVolumetricMeshBatch, SceneRenderingAllocator> FViewInfo::HeterogeneousVolumesMeshBatches

Mesh batches for heterogeneous volumes rendering.

◆ HZB

FRDGTextureRef FViewInfo::HZB = nullptr

◆ HZBMipmap0Size

FIntPoint FViewInfo::HZBMipmap0Size

◆ IndirectShadowPrimitives

TArray<FPrimitiveSceneInfo*, SceneRenderingAllocator> FViewInfo::IndirectShadowPrimitives

◆ IndividualOcclusionQueries

FOcclusionQueryBatcher FViewInfo::IndividualOcclusionQueries

◆ InscatteringLightDirection

FVector FViewInfo::InscatteringLightDirection

◆ LensDistortionLUT

FLensDistortionLUT FViewInfo::LensDistortionLUT

◆ LightFunctionAtlasViewData

LightFunctionAtlas::FLightFunctionAtlasViewData FViewInfo::LightFunctionAtlasViewData

◆ LocalFogVolumeViewData

FLocalFogVolumeViewData& FViewInfo::LocalFogVolumeViewData = *Allocator.Create<FLocalFogVolumeViewData>()

◆ LumenFrontLayerTranslucency

FLumenFrontLayerTranslucency FViewInfo::LumenFrontLayerTranslucency

◆ MaterialMaxEmissiveValue

float FViewInfo::MaterialMaxEmissiveValue

◆ MobileCSMVisibilityInfo

FMobileCSMVisibilityInfo FViewInfo::MobileCSMVisibilityInfo

◆ MobileLightShaft

TOptional<FMobileLightShaftInfo> FViewInfo::MobileLightShaft

◆ MobileReflectionCaptureUniformBuffer

TUniformBufferRef<FMobileReflectionCaptureShaderData> FViewInfo::MobileReflectionCaptureUniformBuffer

◆ NaniteCustomDepthInstances

TArray<FPrimitiveInstanceRange, SceneRenderingAllocator> FViewInfo::NaniteCustomDepthInstances

Get the GPU Scene instance ranges of visible Nanite primitives writing custom depth.

◆ NumBoxReflectionCaptures

int32 FViewInfo::NumBoxReflectionCaptures

◆ NumSphereReflectionCaptures

int32 FViewInfo::NumSphereReflectionCaptures

◆ NumVisibleDynamicEditorPrimitives

int32 FViewInfo::NumVisibleDynamicEditorPrimitives

Number of dynamic editor primitives visible in this view.

◆ NumVisibleDynamicMeshElements

int32 FViewInfo::NumVisibleDynamicMeshElements[EMeshPass::Num]

Number of dynamic mesh elements per mesh pass (inside FViewInfo::DynamicMeshElements).

◆ NumVisibleDynamicPrimitives

int32 FViewInfo::NumVisibleDynamicPrimitives

Number of dynamic primitives visible in this view.

◆ NumVisibleStaticMeshElements

int32 FViewInfo::NumVisibleStaticMeshElements

An intermediate number of visible static meshes. Doesn't account for occlusion until after FinishOcclusionQueries is called.

◆ OneOverNumPossiblePixels

float FViewInfo::OneOverNumPossiblePixels

Used by occlusion for percent unoccluded calculations.

◆ ParallelMeshDrawCommandPasses

◆ PersistentViewId

FPersistentViewId FViewInfo::PersistentViewId

◆ PotentiallyFadingPrimitiveMap

FSceneBitArray FViewInfo::PotentiallyFadingPrimitiveMap

A map from primitive ID to a boolean is fading value.

◆ PrecomputedVisibilityData

const uint8* FViewInfo::PrecomputedVisibilityData

Precomputed visibility data, the bits are indexed by VisibilityId of a primitive component.

◆ PreExposure

float FViewInfo::PreExposure

Frame's exposure. Always > 0.

◆ PrevViewInfo

FPreviousViewInfo& FViewInfo::PrevViewInfo = *Allocator.Create<FPreviousViewInfo>()

Informations from the previous frame to use for this view.

◆ PrimitiveDefinitelyUnoccludedMap

FSceneBitArray FViewInfo::PrimitiveDefinitelyUnoccludedMap

Bit set when a primitive is known to be un-occluded.

◆ PrimitiveFadeUniformBufferMap

FSceneBitArray FViewInfo::PrimitiveFadeUniformBufferMap

Bit set when a primitive has a valid fade uniform buffer.

◆ PrimitiveFadeUniformBuffers

TArray<FRHIUniformBuffer*,SceneRenderingAllocator> FViewInfo::PrimitiveFadeUniformBuffers

Primitive fade uniform buffers, indexed by packed primitive index.

◆ PrimitiveRayTracingVisibilityMap

FSceneBitArray FViewInfo::PrimitiveRayTracingVisibilityMap

A map from primitive ID to a boolean ray tracing visibility value.

◆ PrimitiveSceneDataTextureOverrideRHI

FTextureRHIRef FViewInfo::PrimitiveSceneDataTextureOverrideRHI

Only one of the resources(TextureBuffer or Texture2D) will be used depending on the Mobile.UseGPUSceneTexture cvar

◆ PrimitivesLODMask

TArray<FLODMask, SceneRenderingAllocator> FViewInfo::PrimitivesLODMask

Will only contain relevant primitives for view and/or shadow

◆ PrimitiveViewRelevanceMap

TArray<FPrimitiveViewRelevance,SceneRenderingAllocator> FViewInfo::PrimitiveViewRelevanceMap

A map from primitive ID to the primitive's view relevance.

◆ PrimitiveVisibilityMap

FSceneBitArray FViewInfo::PrimitiveVisibilityMap

A map from primitive ID to a boolean visibility value.

◆ RayTracedDynamicMeshElements

TArray<FMeshBatchAndRelevance, SceneRenderingAllocator> FViewInfo::RayTracedDynamicMeshElements

Gathered in UpdateRayTracingWorld from all the primitives with dynamic view relevance, used in each mesh pass.

◆ RayTracingDynamicPrimitiveCollector

FGPUScenePrimitiveCollector FViewInfo::RayTracingDynamicPrimitiveCollector

◆ ReflectionCaptureUniformBuffer

TUniformBufferRef<FReflectionCaptureShaderData> FViewInfo::ReflectionCaptureUniformBuffer

◆ SceneRendererPrimaryViewId

int32 FViewInfo::SceneRendererPrimaryViewId

Index of the view in the AllViews array on the FSceneRenderer. This view ID is transient and only valid during this frame. Identical to the ID of the view in the GPU instance culling manager. Among other things, used to fetch the culled draw commands.

◆ ShaderMap

FGlobalShaderMap* FViewInfo::ShaderMap

◆ ShaderPrintData

FShaderPrintData FViewInfo::ShaderPrintData

◆ ShadingModelMaskInView

uint16 FViewInfo::ShadingModelMaskInView

Bitmask of all shading models used by primitives in this view

◆ SimpleElementCollector

FSimpleElementCollector& FViewInfo::SimpleElementCollector = *Allocator.Create<FSimpleElementCollector>()

◆ SinCosInscatteringColorCubemapRotation

FVector2f FViewInfo::SinCosInscatteringColorCubemapRotation

◆ SkyAtmosphereAmbientContributionColorScale

FVector4f FViewInfo::SkyAtmosphereAmbientContributionColorScale

◆ SkyAtmosphereCameraAerialPerspectiveVolume

TRefCountPtr<IPooledRenderTarget> FViewInfo::SkyAtmosphereCameraAerialPerspectiveVolume

◆ SkyAtmosphereCameraAerialPerspectiveVolumeMieOnly

TRefCountPtr<IPooledRenderTarget> FViewInfo::SkyAtmosphereCameraAerialPerspectiveVolumeMieOnly

◆ SkyAtmosphereCameraAerialPerspectiveVolumeRayOnly

TRefCountPtr<IPooledRenderTarget> FViewInfo::SkyAtmosphereCameraAerialPerspectiveVolumeRayOnly

◆ SkyAtmosphereUniformShaderParameters

const FAtmosphereUniformShaderParameters* FViewInfo::SkyAtmosphereUniformShaderParameters

◆ SkyAtmosphereViewLutTexture

TRefCountPtr<IPooledRenderTarget> FViewInfo::SkyAtmosphereViewLutTexture

◆ SkyMeshBatches

TArray<FSkyMeshBatch, SceneRenderingAllocator> FViewInfo::SkyMeshBatches

Mesh batches with a sky material.

◆ SortedTrianglesMeshBatches

TArray<FSortedTrianglesMeshBatch, SceneRenderingAllocator> FViewInfo::SortedTrianglesMeshBatches

Mesh batches with a triangle sorting.

◆ StaticMeshFadeInDitheredLODMap

FSceneBitArray FViewInfo::StaticMeshFadeInDitheredLODMap

A map from static mesh ID to a boolean dithered LOD fade in value.

◆ StaticMeshFadeOutDitheredLODMap

FSceneBitArray FViewInfo::StaticMeshFadeOutDitheredLODMap

A map from static mesh ID to a boolean dithered LOD fade out value.

◆ StaticMeshVisibilityMap

FSceneBitArray FViewInfo::StaticMeshVisibilityMap

A map from static mesh ID to a boolean visibility value.

◆ SubstrateViewData

FSubstrateViewData& FViewInfo::SubstrateViewData = *Allocator.Create<FSubstrateViewData>()

◆ TemporalJitterIndex

int32 FViewInfo::TemporalJitterIndex

Index of the temporal AA jitter in the sequence.

◆ TemporalJitterPixels

FVector2D FViewInfo::TemporalJitterPixels

Temporal AA jitter at the pixel scale.

◆ TemporalJitterSequenceLength

int32 FViewInfo::TemporalJitterSequenceLength

Number of samples in the temporal AA sequqnce

◆ TemporalSourceView

FViewInfo* FViewInfo::TemporalSourceView

Optional source view for temporal AA, to handle custom render passes and scene captures sharing the main view's camera (jitter needs to match)

◆ TopBatchedViewElements

FBatchedElements& FViewInfo::TopBatchedViewElements = *Allocator.Create<FBatchedElements>()

The view's batched elements, above all other elements, for gizmos that should never be occluded.

◆ TopViewMeshElements

TIndirectArray<FMeshBatch, SceneRenderingAllocator> FViewInfo::TopViewMeshElements

The view's mesh elements for the foreground (editor gizmos and primitives )

◆ TranslucencyLightingVolumeMin

FVector FViewInfo::TranslucencyLightingVolumeMin[TVC_MAX]

Translucency lighting volume properties.

◆ TranslucencyLightingVolumeSize

FVector FViewInfo::TranslucencyLightingVolumeSize[TVC_MAX]

◆ TranslucencyVolumeMarkData

TStaticArray<FTranslucencyVolumeMarkData, TVC_MAX> FViewInfo::TranslucencyVolumeMarkData = {}

◆ TranslucencyVolumeVoxelSize

float FViewInfo::TranslucencyVolumeVoxelSize[TVC_MAX]

◆ TranslucentPrimCount

FTranslucenyPrimCount FViewInfo::TranslucentPrimCount

Count of translucent prims for this view.

◆ TranslucentSelfShadowUniformBufferMap

FTranslucentSelfShadowUniformBufferMap FViewInfo::TranslucentSelfShadowUniformBufferMap

Maps a single primitive to it's per view translucent self shadow uniform buffer.

◆ ViewLumenSceneData

FLumenSceneData* FViewInfo::ViewLumenSceneData

◆ ViewMeshElements

TIndirectArray<FMeshBatch, SceneRenderingAllocator> FViewInfo::ViewMeshElements

The view's mesh elements.

◆ ViewRect

FIntRect FViewInfo::ViewRect

◆ ViewRectWithSecondaryViews

FIntRect FViewInfo::ViewRectWithSecondaryViews

◆ ViewState

FSceneViewState* FViewInfo::ViewState

The view's state, or NULL if no state exists. This should be used internally to the renderer module to avoid having to cast View.State to an FSceneViewState*

◆ VisibleDynamicPrimitivesWithSimpleLights

TArray<FPrimitiveSceneInfo*, SceneRenderingAllocator> FViewInfo::VisibleDynamicPrimitivesWithSimpleLights

The dynamic primitives with simple lights visible in this view.

◆ VisibleLightInfos

TArray<FVisibleLightViewInfo, SceneRenderingAllocator> FViewInfo::VisibleLightInfos

A map from light ID to a boolean visibility value.

◆ VisibleReflectionCaptureLights

TArray<const FLightSceneProxy*, SceneRenderingAllocator> FViewInfo::VisibleReflectionCaptureLights

Tracks the list of visible reflection capture lights that need to add meshes to the view.

◆ VolumetricCloudShadowExtractedRenderTarget

TRefCountPtr<IPooledRenderTarget> FViewInfo::VolumetricCloudShadowExtractedRenderTarget[NUM_ATMOSPHERE_LIGHTS] = {}

◆ VolumetricCloudShadowRenderTarget

FRDGTextureRef FViewInfo::VolumetricCloudShadowRenderTarget[NUM_ATMOSPHERE_LIGHTS] = {}

◆ VolumetricCloudSkyAO

FRDGTextureRef FViewInfo::VolumetricCloudSkyAO = nullptr

◆ VolumetricFogAlbedo

FVector3f FViewInfo::VolumetricFogAlbedo

◆ VolumetricFogNearFadeInDistanceInv

float FViewInfo::VolumetricFogNearFadeInDistanceInv

◆ VolumetricFogPhaseG

float FViewInfo::VolumetricFogPhaseG

◆ VolumetricFogResources

FVolumetricFogViewResources FViewInfo::VolumetricFogResources

◆ VolumetricFogStartDistance

float FViewInfo::VolumetricFogStartDistance

◆ VolumetricMeshBatches

TArray<FVolumetricMeshBatch, SceneRenderingAllocator> FViewInfo::VolumetricMeshBatches

Mesh batches with a volumetric material.

◆ VolumetricRenderTargetViewUniformBuffer

TUniformBufferRef<FViewUniformShaderParameters> FViewInfo::VolumetricRenderTargetViewUniformBuffer

The documentation for this class was generated from the following files: