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UOculusXRPassthroughLayerBase Class

Extends UStereoLayerShape

Protected Fields

ColorArray : TArray< FLinearColor >
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::ColorArray
NeutralColorArray : TArray< FLinearColor >
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::NeutralColorArray

Fields

bEnableColorMap : bool
Enable color mapping
Signature
bool UOculusXRPassthroughLayerBase::bEnableColorMap
bEnableEdgeColor : bool
Enable edge color
Signature
bool UOculusXRPassthroughLayerBase::bEnableEdgeColor
Brightness : float
Brightness setting for color mapping
Signature
float UOculusXRPassthroughLayerBase::Brightness
bUseColorMapCurve : bool
Whether to use color map curve or gradient
Signature
bool UOculusXRPassthroughLayerBase::bUseColorMapCurve
ColorLUTSource : UOculusXRPassthroughColorLut *
Color LUT properties. If only ColorLUTSource is provided it will be blended with passthrough layer using following formula: Result = ColorLUTSource * LutWeight + Passthrough * (1 - LutWeight )
Signature
UOculusXRPassthroughColorLut* UOculusXRPassthroughLayerBase::ColorLUTSource
ColorLUTTarget : UOculusXRPassthroughColorLut *
Color LUT properties. If two LUTs are provided they will be blended using following formula: Result = ColorLUTsSource * ( 1 - LutWeight ) + ColorLUTsTarget * LutWeight
Signature
UOculusXRPassthroughColorLut* UOculusXRPassthroughLayerBase::ColorLUTTarget
ColorMapCurve : UCurveLinearColor *
Passthrough color mapping gradient converts grayscale to color
Signature
UCurveLinearColor* UOculusXRPassthroughLayerBase::ColorMapCurve
ColorMapType : TEnumAsByte< enum EOculusXRColorMapType >
Type of colormapping to perform
Signature
TEnumAsByte<enum EOculusXRColorMapType> UOculusXRPassthroughLayerBase::ColorMapType
ColorOffset : FLinearColor
Color value that will be added to the current color map
Signature
FLinearColor UOculusXRPassthroughLayerBase::ColorOffset
ColorScale : FLinearColor
Color value that will be multiplied to the current color map
Signature
FLinearColor UOculusXRPassthroughLayerBase::ColorScale
Contrast : float
Contrast setting for color mapping
Signature
float UOculusXRPassthroughLayerBase::Contrast
EdgeColor : FLinearColor
Color of the passthrough edge rendering effect.
Signature
FLinearColor UOculusXRPassthroughLayerBase::EdgeColor
LayerOrder : TEnumAsByte< enum EOculusXRPassthroughLayerOrder >
Ordering of passthrough layer in relation to scene rendering
Signature
TEnumAsByte<enum EOculusXRPassthroughLayerOrder> UOculusXRPassthroughLayerBase::LayerOrder
LutWeight : float
Color LUT Weight. It is used to combine LUT with Passthrough if one LUT is provided. If two LUTs are provided LutWeight will be used to blend them.
Signature
float UOculusXRPassthroughLayerBase::LutWeight
Posterize : float
Posterize setting for grayscale and grayscale to color mapping
Signature
float UOculusXRPassthroughLayerBase::Posterize
Saturation : float
Saturation setting for color adjustment mapping
Signature
float UOculusXRPassthroughLayerBase::Saturation
TextureOpacityFactor : float
Opacity of the (main) passthrough texture.
Signature
float UOculusXRPassthroughLayerBase::TextureOpacityFactor

Protected Member Functions

GenerateColorArray ( bInUseColorMapCurve , InColorMapCurve )
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GenerateColorArray(bool bInUseColorMapCurve, const UCurveLinearColor *InColorMapCurve)
Parameters
bInUseColorMapCurve: bool
InColorMapCurve: const UCurveLinearColor *
Returns
TArray< FLinearColor >
GenerateColorArrayFromColorCurve ( InColorMapCurve )
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GenerateColorArrayFromColorCurve(const UCurveLinearColor *InColorMapCurve) const
Parameters
InColorMapCurve: const UCurveLinearColor *
Returns
TArray< FLinearColor >
GenerateColorLutDescription ( InLutWeight , InLutSource , InLutTarget )
Signature
FColorLutDesc UOculusXRPassthroughLayerBase::GenerateColorLutDescription(float InLutWeight, UOculusXRPassthroughColorLut *InLutSource, UOculusXRPassthroughColorLut *InLutTarget)
Parameters
InLutWeight: float
Returns
FColorLutDesc
GetColorArray ( bInUseColorMapCurve , InColorMapCurve )
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GetColorArray(bool bInUseColorMapCurve, const UCurveLinearColor *InColorMapCurve)
Parameters
bInUseColorMapCurve: bool
InColorMapCurve: const UCurveLinearColor *
Returns
TArray< FLinearColor >
GetOrGenerateNeutralColorArray ()
Signature
TArray<FLinearColor> UOculusXRPassthroughLayerBase::GetOrGenerateNeutralColorArray()
Returns
TArray< FLinearColor >
MarkStereoLayerDirty ()
Signature
void UOculusXRPassthroughLayerBase::MarkStereoLayerDirty()
Returns
void

Member Functions

ClearColorMap ()
Signature
void UOculusXRPassthroughLayerBase::ClearColorMap()
Returns
void
EnableColorMap ( bInEnableColorMap )
Signature
void UOculusXRPassthroughLayerBase::EnableColorMap(bool bInEnableColorMap)
Parameters
bInEnableColorMap: bool
Returns
void
EnableColorMapCurve ( bInEnableColorMapCurve )
Signature
void UOculusXRPassthroughLayerBase::EnableColorMapCurve(bool bInEnableColorMapCurve)
Parameters
bInEnableColorMapCurve: bool
Returns
void
EnableEdgeColor ( bInEnableEdgeColor )
Signature
void UOculusXRPassthroughLayerBase::EnableEdgeColor(bool bInEnableEdgeColor)
Parameters
bInEnableEdgeColor: bool
Returns
void
RemoveColorLut ()
Removes color grading if any is active.
Signature
void UOculusXRPassthroughLayerBase::RemoveColorLut()
Returns
void
SetBrightnessContrastSaturation ( InContrast , InBrightness , InSaturation )
Set color map controls for color adjustment color mapping
Signature
void UOculusXRPassthroughLayerBase::SetBrightnessContrastSaturation(float InContrast=0, float InBrightness=0, float InSaturation=0)
Parameters
InContrast: float
InBrightness: float
InSaturation: float
Returns
void
SetColorArray ( InColorArray )
Set color map array directly instead through a color curve
Signature
void UOculusXRPassthroughLayerBase::SetColorArray(const TArray< FLinearColor > &InColorArray)
Parameters
InColorArray: const TArray< FLinearColor > &
Returns
void
SetColorLUTSource ( InColorLUTSource )
Sets Color LUT source. If ColorMapType is "Color LUT", then source will be blended with passthrough using folowing formula: Result = ColorLUTSource * LutWeight + Passthrough * (1 - LutWeight ) If ColorMapType is "Interpolated Color LUT", then source will be blended with color LUT target using folowing formula: Result = ColorLUTSource * ( 1 - LutWeight ) + ColorLUTTarget * LutWeight
Signature
void UOculusXRPassthroughLayerBase::SetColorLUTSource(class UOculusXRPassthroughColorLut *InColorLUTSource)
Parameters
InColorLUTSource: class UOculusXRPassthroughColorLut *
Returns
void
SetColorLUTTarget ( InColorLUTTarget )
Sets Color LUT target. If ColorMapType is "Interpolated Color LUT", then target will be blended with passthrough using folowing formula: Result = ColorLUTSource * ( 1 - LutWeight ) + ColorLUTTarget * LutWeight Note: If ColorLUTSource is not specified, Color LUT will be not be applied to the Passthrough layer.
Signature
void UOculusXRPassthroughLayerBase::SetColorLUTTarget(class UOculusXRPassthroughColorLut *InColorLUTTarget)
Parameters
InColorLUTTarget: class UOculusXRPassthroughColorLut *
Returns
void
SetColorLUTWeight ( InWeight )
Sets LUT weight.
Signature
void UOculusXRPassthroughLayerBase::SetColorLUTWeight(float InWeight=1.0f)
Parameters
InWeight: float
Returns
void
SetColorMapControls ( InContrast , InBrightness , InPosterize )
Set color map controls for grayscale and grayscale to rgb color mapping
Signature
void UOculusXRPassthroughLayerBase::SetColorMapControls(float InContrast=0, float InBrightness=0, float InPosterize=0)
Parameters
InContrast: float
InBrightness: float
InPosterize: float
Returns
void
SetColorMapCurve ( InColorMapCurve )
Set color curve that will be added to the color map in grayscale modes > will be converted into a gradient
Signature
void UOculusXRPassthroughLayerBase::SetColorMapCurve(UCurveLinearColor *InColorMapCurve)
Parameters
InColorMapCurve: UCurveLinearColor *
Returns
void
SetColorMapType ( InColorMapType )
Signature
void UOculusXRPassthroughLayerBase::SetColorMapType(EOculusXRColorMapType InColorMapType)
Parameters
InColorMapType: EOculusXRColorMapType
Returns
void
SetColorScaleAndOffset ( InColorScale , InColorOffset )
Signature
void UOculusXRPassthroughLayerBase::SetColorScaleAndOffset(FLinearColor InColorScale=FLinearColor::White, FLinearColor InColorOffset=FLinearColor::Black)
Parameters
InColorScale: FLinearColor
InColorOffset: FLinearColor
Returns
void
SetEdgeRenderingColor ( InEdgeColor )
Signature
void UOculusXRPassthroughLayerBase::SetEdgeRenderingColor(FLinearColor InEdgeColor)
Parameters
InEdgeColor: FLinearColor
Returns
void
SetLayerPlacement ( InLayerOrder )
Signature
void UOculusXRPassthroughLayerBase::SetLayerPlacement(EOculusXRPassthroughLayerOrder InLayerOrder)
Parameters
InLayerOrder: EOculusXRPassthroughLayerOrder
Returns
void
SetTextureOpacity ( InOpacity )
Signature
void UOculusXRPassthroughLayerBase::SetTextureOpacity(float InOpacity)
Parameters
InOpacity: float
Returns
void