Renderer Class¶
Description¶
Renderer is a renderer that render the camera image in AR scenes. It is generally used in the rendering thread.
Constructor¶
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C:
void easyar_Renderer__ctor(easyar_Renderer * * Return)
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C++11:
Renderer()
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Traditional C++:
Renderer()
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Java:
public Renderer()
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Objective-C:
+ (easyar_Renderer *) create
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Swift (since EasyAR SDK 2.1.0):
public convenience init()
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chooseAPI¶
Choose graphics API. Generally there is no need to call this function manually.
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C:
void easyar_Renderer_chooseAPI(easyar_Renderer * This, easyar_RendererAPI api)
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C++11:
void chooseAPI(RendererAPI api)
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Traditional C++:
void chooseAPI(RendererAPI api)
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Java:
public native void chooseAPI(/* RendererAPI */ int api)
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Objective-C:
- (void)chooseAPI:(easyar_RendererAPI)api
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Swift (since EasyAR SDK 2.1.0):
public func chooseAPI(_ api: RendererAPI) -> Void
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setDevice¶
Set graphics device. Generally there is no need to call this function manually.
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C:
void easyar_Renderer_setDevice(easyar_Renderer * This, void * device)
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C++11:
void setDevice(void * device)
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Traditional C++:
void setDevice(void * device)
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Java:
public native void setDevice(long device)
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Objective-C:
- (void)setDevice:(void *)device
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Swift (since EasyAR SDK 2.1.0):
public func setDevice(_ device: OpaquePointer) -> Void
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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}.
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C:
bool easyar_Renderer_render(easyar_Renderer * This, easyar_Drawable * frame, easyar_Vec4I viewport)
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Traditional C++:
bool render(Drawable * frame, Vec4I viewport)
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Java:
public native boolean render(Drawable frame, Vec4I viewport)
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Objective-C:
- (bool)render:(easyar_Drawable *)frame viewport:(easyar_Vec4I *)viewport
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Swift (since EasyAR SDK 2.1.0):
public func render(_ frame: Drawable?, _ viewport: Vec4I) -> Bool
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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++.
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C:
bool easyar_Renderer_renderToTexture(easyar_Renderer * This, easyar_Drawable * frame, void * texture)
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Traditional C++:
bool renderToTexture(Drawable * frame, void * texture)
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Java:
public native boolean renderToTexture(Drawable frame, long texture)
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Objective-C:
- (bool)renderToTexture:(easyar_Drawable *)frame texture:(void *)texture
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Swift (since EasyAR SDK 2.1.0):
public func renderToTexture(_ frame: Drawable?, _ texture: OpaquePointer) -> Bool
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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.
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C:
bool easyar_Renderer_renderErrorMessage(easyar_Renderer * This, easyar_Vec4I viewport)
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C++11:
bool renderErrorMessage(Vec4I viewport)
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Traditional C++:
bool renderErrorMessage(Vec4I viewport)
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Java:
public native boolean renderErrorMessage(Vec4I viewport)
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Objective-C:
- (bool)renderErrorMessage:(easyar_Vec4I *)viewport
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Swift (since EasyAR SDK 2.1.0):
public func renderErrorMessage(_ viewport: Vec4I) -> Bool
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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.
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C:
bool easyar_Renderer_renderErrorMessageToTexture(easyar_Renderer * This, void * texture)
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C++11:
bool renderErrorMessageToTexture(void * texture)
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Traditional C++:
bool renderErrorMessageToTexture(void * texture)
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Java:
public native boolean renderErrorMessageToTexture(long texture)
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Objective-C:
- (bool)renderErrorMessageToTexture:(void *)texture
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Swift (since EasyAR SDK 2.1.0):
public func renderErrorMessageToTexture(_ texture: OpaquePointer) -> Bool
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