Renderer Class¶
Description¶
Renderer is a renderer that render the camera image in AR scenes. It is generally used in the rendering thread.
Constructor¶
- C: void easyar_Renderer__ctor(easyar_Renderer * * Return)¶
- C++11: Renderer()¶
- Traditional C++: Renderer()¶
- Java: public Renderer()¶
- Objective-C: + (easyar_Renderer *) create¶
- Swift (since EasyAR SDK 2.1.0): public convenience init()¶
chooseAPI¶
Choose graphics API. Generally there is no need to call this function manually.
- C: void easyar_Renderer_chooseAPI(easyar_Renderer * This, easyar_RendererAPI api)¶
- C++11: void chooseAPI(RendererAPI api)¶
- Traditional C++: void chooseAPI(RendererAPI api)¶
- Java: public native void chooseAPI(/* RendererAPI */ int api)¶
- Objective-C: - (void)chooseAPI:(easyar_RendererAPI)api¶
- Swift (since EasyAR SDK 2.1.0): public func chooseAPI(_ api: RendererAPI) -> Void¶
setDevice¶
Set graphics device. Generally there is no need to call this function manually.
- C: void easyar_Renderer_setDevice(easyar_Renderer * This, void * device)¶
- C++11: void setDevice(void * device)¶
- Traditional C++: void setDevice(void * device)¶
- Java: public native void setDevice(long device)¶
- Objective-C: - (void)setDevice:(void *)device¶
- Swift (since EasyAR SDK 2.1.0): public func setDevice(_ device: OpaquePointer) -> Void¶
render¶
Draws current frame to the current bound FBO. This method should be called in each frame if a camera background is needed.
A view port is a Vec4I data like the four input parameters in glViewPort {left, top, width, height}.
- C: bool easyar_Renderer_render(easyar_Renderer * This, easyar_Drawable * frame, easyar_Vec4I viewport)¶
- Traditional C++: bool render(Drawable * frame, Vec4I viewport)¶
- Java: public native boolean render(Drawable frame, Vec4I viewport)¶
- Objective-C: - (bool)render:(easyar_Drawable *)frame viewport:(easyar_Vec4I *)viewport¶
- Swift (since EasyAR SDK 2.1.0): public func render(_ frame: Drawable?, _ viewport: Vec4I) -> Bool¶
renderToTexture¶
Draws current frame to the texture. This method should be called in each frame if a camera background is needed.
texture should be set to the texture id in OpenGL, usually you can do this by cast it to void* using reinterpret_cast in C++.
- C: bool easyar_Renderer_renderToTexture(easyar_Renderer * This, easyar_Drawable * frame, void * texture)¶
- Traditional C++: bool renderToTexture(Drawable * frame, void * texture)¶
- Java: public native boolean renderToTexture(Drawable frame, long texture)¶
- Objective-C: - (bool)renderToTexture:(easyar_Drawable *)frame texture:(void *)texture¶
- Swift (since EasyAR SDK 2.1.0): public func renderToTexture(_ frame: Drawable?, _ texture: OpaquePointer) -> Bool¶
renderErrorMessage¶
Render error message to the current bound FBO.
If a key validation fails, you can use this to render the error message directly onto the screen.
Returns true if key validation fails.
- C: bool easyar_Renderer_renderErrorMessage(easyar_Renderer * This, easyar_Vec4I viewport)¶
- C++11: bool renderErrorMessage(Vec4I viewport)¶
- Traditional C++: bool renderErrorMessage(Vec4I viewport)¶
- Java: public native boolean renderErrorMessage(Vec4I viewport)¶
- Objective-C: - (bool)renderErrorMessage:(easyar_Vec4I *)viewport¶
- Swift (since EasyAR SDK 2.1.0): public func renderErrorMessage(_ viewport: Vec4I) -> Bool¶
renderErrorMessageToTexture¶
Render error message to texture.
If a key validation fails, you can use this to render the error message directly onto the screen.
Returns true if key validation fails.
- C: bool easyar_Renderer_renderErrorMessageToTexture(easyar_Renderer * This, void * texture)¶
- C++11: bool renderErrorMessageToTexture(void * texture)¶
- Traditional C++: bool renderErrorMessageToTexture(void * texture)¶
- Java: public native boolean renderErrorMessageToTexture(long texture)¶
- Objective-C: - (bool)renderErrorMessageToTexture:(void *)texture¶
- Swift (since EasyAR SDK 2.1.0): public func renderErrorMessageToTexture(_ texture: OpaquePointer) -> Bool¶