
See samples: render.py, CameraSwitcher.py.
Public Member Functions |
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| FBRenderer () | |
| Constructor. |
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| bool | FrameCurrentCameraWithModels (bool pAll) |
| Frame the current camera either with all
models or with the currently selected models. |
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| FBViewingOptions | GetViewingOptions () |
| Obtain the current viewing options. |
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| KeyboardInput (FBDeviceKeyboardKey pKeyIndex, bool pKeyState, bool pIsTrigger=False) | |
| Keyboard input. |
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| bool | MouseInput (int pX, int pY, FBInputType pInputType, int pButtonKey, FBInputModifier pModifier, int pLayer=-1) |
| Mouse input. |
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| bool | Pick (int pX, int pY, FBPickInfosList pPickInfosList, bool pNeedIntersectPoistion=False) |
| Object picking. |
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| bool | PreRender (int pLayer=-1) |
| PreRenders one frame (needed for some
shaders) This functions destroys the frame buffer content and must
be called every time a render is called the typical order of call
must be Renderer->Prerender // at this point the frame buffer is
garbage -Clear the ogl -Do your render functions
Renderer->Render. |
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| bool | Render (int pLayer=-1) |
| Renders one frame. |
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| bool | RenderBegin (int pX, int pY, int pW, int pH) |
| RenderBegin. |
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| bool | RenderEnd (FBView pView=None) |
| RenderEnd. |
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| bool | SetViewingOptions (FBViewingOptions pOptions) |
| Set the viewing options. |
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| SetViewport (int pX, int pY, int pW, int pH) | |
| Must be called before inputing if the same
renderer is used on multiple views/cameras in the same application.
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Public Attributes |
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| bool | AutoEvaluate |
| Read Write Property: Indicate if a
call to RenderBegin will also cause a re-evaluation of the scene.
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| bool | Background |
| Read Write Property: The renderer.
|
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| FBColor | ClearColor |
| Read Write Property: Clear color.
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| FBCamera | CurrentCamera |
| Read Write Property: Current camera.
if UseCameraSwitcher is on, this will Get/Set camera switcher's
current camera; |
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| int | LayerCount |
| Read Write Property: Number of
sorting layers. |
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| FBScene | Scene |
| Read Write Property: Scene that the
renderer will use/draw |
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| bool | UseCameraSwitcher |
| Read Write Property:
Activate/Deactivate usage of camera switcher for the first model
view of main viewer. |
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| FBViewerInfos | ViewerInfos |
| Read Only Property: Used to display
information about the current scene. Will be present in any
rendered images. |
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| FBZSortMode | ZSortMode |
| Read Write Property: Z sorting
method. |
|
| FBRenderer | ( | ) |
Frame the current camera either with all models or with the currently selected models.
| pAll | true to frame with all models. |
| FBViewingOptions GetViewingOptions | ( | ) |
Obtain the current viewing options.
| KeyboardInput | ( | FBDeviceKeyboardKey | pKeyIndex, | |
| bool | pKeyState, | |||
| bool | pIsTrigger = False |
|||
| ) |
Keyboard input.
| pKeyIndex | Key index. (See "enum FBDeviceKeyboardKey" above for supported keys) | |
| pKeyState | Key state. (True == key is down, False == key is up) | |
| pIsTrigger | When setting pKeyState to True, resets key state to False right after operation. |
| bool MouseInput | ( | int | pX, | |
| int | pY, | |||
| FBInputType | pInputType, | |||
| int | pButtonKey, | |||
| FBInputModifier | pModifier, | |||
| int | pLayer = -1 |
|||
| ) |
Mouse input.
| pX | X position. | |
| pY | Y position. | |
| pInputType | Type of input. | |
| pButtonKey | Button/Key pressed. | |
| pModifier | Modifier pressed (CTRL/ALT/SHIFT). | |
| pLayer | Rendering layer ID(default=-1). |
| bool Pick | ( | int | pX, | |
| int | pY, | |||
| FBPickInfosList | pPickInfosList, | |||
| bool | pNeedIntersectPoistion =
False |
|||
| ) |
Object picking.
| pX | X position. | |
| pY | Y position. | |
| pPickInfosList | The list of models hit, and the location of the hit. | |
| pNeedIntersectPoistion | require valid intersection position if true, this will take more time to process, and not reliable with very dense mesh. |
PreRenders one frame (needed for some shaders) This functions destroys the frame buffer content and must be called every time a render is called the typical order of call must be Renderer->Prerender // at this point the frame buffer is garbage -Clear the ogl -Do your render functions Renderer->Render.
| pLayer | Rendering layer ID(default=-1). |
Renders one frame.
| pLayer | Rendering layer ID(default=-1). |
RenderBegin.
must be called before rendering can happen
| pX | X position where to render. | |
| pY | Y position where to render. | |
| pW | Width of render area. | |
| pH | Hight of render area. |
RenderEnd.
| pView | If you want the renderer to draw artifacts, such as TimeCode, CameraLabel or SafeArea, you must provide the FBView on which the renderer draws on. |
| bool SetViewingOptions | ( | FBViewingOptions | pOptions | ) |
Set the viewing options.
| pOptions | See FBViewingOptions for more detail. |
Must be called before inputing if the same renderer is used on multiple views/cameras in the same application.
| pX | X position where to render. | |
| pY | Y position where to render. | |
| pW | Width of render area. | |
| pH | Hight of render area. |
Read Write Property: Indicate if a call to RenderBegin will also cause a re-evaluation of the scene.
Read Write Property: The renderer.
Read Write Property: Clear color.
Read Write Property: Current camera. if UseCameraSwitcher is on, this will Get/Set camera switcher's current camera;
Read Write Property: Number of sorting layers.
Read Write Property: Activate/Deactivate usage of camera switcher for the first model view of main viewer.
Read Only Property: Used to display information about the current scene. Will be present in any rendered images.
Read Write Property: Z sorting method.
1.5.3