FBRenderer Class Reference


Detailed Description

Inheritance diagram for FBRenderer:

List of all members.

Public Member Functions

 __init__ (object pObject)
 Constructor.
 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.
bool RenderBegin (int pX, int pY, int pW, int pH)
 RenderBegin.
bool RenderEnd (FBView pView=None)
 RenderEnd.
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.
bool Render (int pLayer=-1)
 Renders one frame.
 OGLSetupSceneLights (FBRenderOptions pRenderOptions)
 Setup the scene lights in OpenGL.
 OGLModelDisplay (FBRenderOptions pRenderOptions, FBModel pModel)
 Display Model in OpenGL.
bool SetViewingOptions (FBViewingOptions pOptions)
 Set the viewing options.
FBViewingOptions GetViewingOptions ()
 Obtain the current viewing options.
bool FrameCurrentCameraWithModels (bool pAll)
 Frame the current camera either with all models or with the currently selected models.
bool MouseInput (int pX, int pY, FBInputType pInputType, int pButtonKey, FBInputModifier pModifier, int pLayer=-1)
 Mouse input.
bool MouseInputNormalized (float pX, float pY, FBInputType pInputType, int pButtonKey, FBInputModifier pModifier, int pLayer=-1, int pPaneId=-1)
 Mouse input.
bool Pick (int pX, int pY, tuple pPickInfosList, bool pNeedIntersectPosition=False)
 Object picking selection.
bool PickNormalized (float pX, float pY, tuple pPickInfosList, bool pNeedIntersectPosition=False, int pPaneId=-1)
 Object picking selection.
bool RectPick (int pX1, int pY1, int pX2, int pY2, tuple pPickInfosList)
 Object rectangle selection.
bool RectPickNormalized (float pX1, float pY1, float pX2, float pY2, tuple pPickInfosList, int pPaneId=-1)
 Object rectangle selection.
int GetLastPickInfoList (tuple pPickInfosList)
 Return the last picking info list in the current view pane.
 KeyboardInput (FBDeviceKeyboardKey pKeyIndex, bool pKeyState, bool pIsTrigger=False)
 Keyboard input.
FBModel GetDisplayableGeometry (int pIndex)
 Get the displayable geometry model.
FBLight GetDisplayableLight (int pIndex)
 Get the displayable light.
tuple GetDisplayableGeometryInCameraFrustum (tuple pModelList=None, FBCamera pCamera=None)
 Get a list of displayable geometry inside given camera's frustum.
bool IsModelInsideCameraFrustum (FBModel pGeometry, FBCamera pCamera=None)
 To tell if given model is located inside camera's frustum.

Public Attributes

FBPropertyCamera CurrentCamera
 Read Write Property: Current camera.
FBPropertyBase UseCameraSwitcher
 Read Write Property: Activate/Deactivate usage of camera switcher for the first model view of main viewer.
FBPropertyManipulatorTransform ManipulatorTransform
 Read Only Property: Manipulator responsible of moving objects.
FBPropertyListManipulator Manipulators
 List: of manipulators.
FBPropertyScene Scene
 Read Write Property: Scene that the renderer will use/draw.
FBPropertyBase AutoEvaluate
 Read Write Property: Indicate if a call to RenderBegin will also cause a re-evaluation of the scene.
FBPropertyBase Background
 Read Write Property: The renderer.
FBPropertyBase ShowStats
 Read Write Property: Show the stats about FPS, Evaluation rate ...
FBPropertyBase FrustumCulling
 Read Write Property: Turn on/off the early frustum culling optimization.
FBPropertyBase DisplayNormals
 Read Write Property: Display model normals in main viewer.
FBPropertyBase IDBufferPicking
 Read write Property: Use ID (Color) Buffer for picking, instead of OpenGl selection buffer picking.
FBPropertyBase IDBufferPickingAlpha
 Read write Property: Those Semi-transparent (Alpha Blend) geometry(region) contribute less than this threshold, will be considered as invisible during ID picking.
FBPropertyBase IDBufferDisplay
 Read write Property: Render Model's unique Color ID into color Buffer (used for picking).
FBPropertyBase SelectionOverride
 Read write Property: Add transparent color override layer on selected models if true.
FBPropertyBase SelectionOverrideTransparency
 Read write Property: Selection override layer transparency.
FBPropertyBase SelectionOverrideColor
 Read write Property: Selection override layer color.
FBPropertyBase SelectionForceSnapPointsDisplay
 Read write Property: Force show all feature points (pivots and etc) on selected models if true, ignore individual model's settings.
FBPropertyBase DisplaySetUpdateId
 Read Only Property: Current DisplaySet Update Id.
FBPropertyBase RendererUpdateId
 Read Only Property: Current Render Update Id.
FBPropertyBase DisplayableGeometryCount
 Read Only Property: Displayable geometry count.
FBPropertyBase DisplayableLightCount
 Read Only Property: Displayable light count.
FBPropertyListRendererCallback RendererCallbacks
 List: Renderer Callbacks attached.
FBPropertyBase RegisteredCallbackCount
 Read Only Property: Registered Renderer Callback Count.
FBPropertyBase CurrentPaneCallbackIndex
 Read Write Property: Current Pane's Renderer Callback Index.
FBPropertyBase CurrentPaneCallbackPrefIndex
 Read Write Property: Current Pane's Renderer Callback Preference Index.
FBPropertyBase AdvancedMaterialMode
 Read write Property: Turn on/off advanced material setting UI widgets.
FBPropertyBase AdvancedLightingMode
 Read write Property: Turn on/off advanced lighting setting UI widgets.

Member Function Documentation

__init__ ( object  pObject)

Constructor.

Client code cannot instantiate objects of this class. The FBSystem and FBScene classes provide access to the current renderer.

Parameters:
pObjectFor internal use only.
Examples
Samples/Camera/CameraSwitcher.py, Samples/Camera/StereoCameraDisplayMode.py, Rendering/render.py

Reimplemented from FBComponent.

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.

Parameters:
pXX position where to render.
pYY position where to render.
pWWidth of render area.
pHHight of render area.
bool RenderBegin ( int  pX,
int  pY,
int  pW,
int  pH 
)

RenderBegin.

Parameters:
pXX position where to render.
pYY position where to render.
pWWidth of render area.
pHHight of render area.

must be called before rendering can happen

bool RenderEnd ( FBView  pView = None)

RenderEnd.

Parameters:
pViewIf you want the renderer to draw artifacts, such as TimeCode, CameraLabel or SafeArea, you must provide the FBView on which the renderer draws on.
Remarks:
Must be called at the end of rendering.
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.

Parameters:
pLayerRendering layer ID(default=-1).
Returns:
true if successful.
bool Render ( int  pLayer = -1)

Renders one frame.

Parameters:
pLayerRendering layer ID(default=-1).
Returns:
true if successful.
OGLSetupSceneLights ( FBRenderOptions  pRenderOptions)

Setup the scene lights in OpenGL.

Parameters:
pRenderOptionsSee FBRenderOptions for more detail.
OGLModelDisplay ( FBRenderOptions  pRenderOptions,
FBModel  pModel 
)

Display Model in OpenGL.

For Internal testing purpose only.

Parameters:
pRendererOptionsSee FBRenderOptions for more detail.
pModelmodel to be displayed.
bool SetViewingOptions ( FBViewingOptions  pOptions)

Set the viewing options.

Parameters:
pOptionsSee FBViewingOptions for more detail.
FBViewingOptions GetViewingOptions ( )

Obtain the current viewing options.

Returns:
A structure that can be queried and updated for a call to SetViewingOptions.
bool FrameCurrentCameraWithModels ( bool  pAll)

Frame the current camera either with all models or with the currently selected models.

Parameters:
pAlltrue to frame with all models.
Returns:
true if successful.
bool MouseInput ( int  pX,
int  pY,
FBInputType  pInputType,
int  pButtonKey,
FBInputModifier  pModifier,
int  pLayer = -1 
)

Mouse input.

Parameters:
pXX position.
pYY position.
pInputTypeType of input.
pButtonKeyButton/Key pressed.
pModifierModifier pressed (CTRL/ALT/SHIFT).
pLayerRendering layer ID(default=-1).
Returns:
true if successful.
bool MouseInputNormalized ( float  pX,
float  pY,
FBInputType  pInputType,
int  pButtonKey,
FBInputModifier  pModifier,
int  pLayer = -1,
int  pPaneId = -1 
)

Mouse input.

Parameters:
pXX position, normalized to the range of [0, 1] in the view port dimension.
pYY position, normalized to the range of [0, 1] in the view port dimension.
pInputTypeType of input.
pButtonKeyButton/Key pressed.
pModifierModifier pressed (CTRL/ALT/SHIFT).
pLayerRendering layer ID(default=-1).
pPaneIdspecify which pane's dimension used for normalization, default (-1) for the whole viewer.
Returns:
true if successful.
bool Pick ( int  pX,
int  pY,
tuple  pPickInfosList,
bool  pNeedIntersectPosition = False 
)

Object picking selection.

Parameters:
pXX position.
pYY position.
pPickInfosListThe list of pick infos.
pNeedIntersectPositionrequire valid intersection position if true, this will take more time to process, and not reliable with very dense mesh.
bool PickNormalized ( float  pX,
float  pY,
tuple  pPickInfosList,
bool  pNeedIntersectPosition = False,
int  pPaneId = -1 
)

Object picking selection.

Parameters:
pXX position, normalized to the range of [0, 1] in the view port dimension.
pYY position, normalized to the range of [0, 1] in the view port dimension.
pPickInfosListThe list of pick infos.
pNeedIntersectPositionrequire valid intersection position if true, this will take more time to process, and not reliable with very dense mesh.
pPaneIdspecify which pane's dimension used for normalization, default (-1) for the whole viewer.
bool RectPick ( int  pX1,
int  pY1,
int  pX2,
int  pY2,
tuple  pPickInfosList 
)

Object rectangle selection.

Parameters:
pX1Left upper corner X position.
pY1Left upper corner y position.
pX2Right bottom corner X position.
pY2Right bottom corner y position.
pPickInfosListThe list of pick infos.
bool RectPickNormalized ( float  pX1,
float  pY1,
float  pX2,
float  pY2,
tuple  pPickInfosList,
int  pPaneId = -1 
)

Object rectangle selection.

Parameters:
pX1Left upper corner X position, normalized to the range of [0, 1] in the viewport dimension.
pY1Left upper corner y position, normalized to the range of [0, 1] in the viewport dimension.
pX2Right bottom corner X position, normalized to the range of [0, 1] in the viewport dimension.
pY2Right bottom corner y position, normalized to the range of [0, 1] in the viewport dimension.
pPickInfosListThe list of pick infos.
pPaneIdspecify which pane's dimension used for normalization, default (-1) for the whole viewer.
int GetLastPickInfoList ( tuple  pPickInfosList)

Return the last picking info list in the current view pane.

Parameters:
pPickInfosListThe list of pick infos.
Returns:
number of item in the list.
KeyboardInput ( FBDeviceKeyboardKey  pKeyIndex,
bool  pKeyState,
bool  pIsTrigger = False 
)

Keyboard input.

Parameters:
pKeyIndexKey index. (See "enum FBDeviceKeyboardKey" above for supported keys)
pKeyStateKey state. (True == key is down, False == key is up)
pIsTriggerWhen setting pKeyState to True, resets key state to False right after operation.
FBModel GetDisplayableGeometry ( int  pIndex)

Get the displayable geometry model.

Those geometry models which have Show property ON are considered as "displayable".

Parameters:
pIndexdisplayable geometry model index to query.
Returns:
displayable geometry model.
FBLight GetDisplayableLight ( int  pIndex)

Get the displayable light.

Those light models which have Show property ON are considered as "displayable".

Parameters:
pIndexdisplayable light index to query.
Returns:
displayable light.
tuple GetDisplayableGeometryInCameraFrustum ( tuple  pModelList = None,
FBCamera  pCamera = None 
)

Get a list of displayable geometry inside given camera's frustum.

This function will return conservative result. It's possible for some geometry outside of the frustum will be considered to be visible, but it will not skip any real visible geometry. This function should only be called in the main rendering thread.

Parameters:
pModelListModelList holding the return models.
pCamerause current camera if NULL.
Returns:
Reference to pModelList. if pModelList is NULL return a const reference to internal static FBModelList and consecutive call to this function will invalidate the result of previous call.
bool IsModelInsideCameraFrustum ( FBModel  pGeometry,
FBCamera  pCamera = None 
)

To tell if given model is located inside camera's frustum.

This function will return conservative result. It's possible for some geometry outside of the frustum will be considered to be visible, but it will not skip any real visible geometry. This function should only be called in the main rendering thread.

Parameters:
pGeometrythe geometry to be queried.
pCamerause current camera if NULL.
Returns:
true if Model is inside camera frustum.

Member Data Documentation

FBPropertyCamera CurrentCamera

Read Write Property: Current camera.

if UseCameraSwitcher is on, this will Get/Set camera switcher's current camera;

FBPropertyBase UseCameraSwitcher

Read Write Property: Activate/Deactivate usage of camera switcher for the first model view of main viewer.

FBPropertyManipulatorTransform ManipulatorTransform

Read Only Property: Manipulator responsible of moving objects.

FBPropertyScene Scene

Read Write Property: Scene that the renderer will use/draw.

FBPropertyBase AutoEvaluate

Read Write Property: Indicate if a call to RenderBegin will also cause a re-evaluation of the scene.

FBPropertyBase Background

Read Write Property: The renderer.

FBPropertyBase ShowStats

Read Write Property: Show the stats about FPS, Evaluation rate ...

like when using Shift-F in main viewer.

FBPropertyBase FrustumCulling

Read Write Property: Turn on/off the early frustum culling optimization.

FBPropertyBase DisplayNormals

Read Write Property: Display model normals in main viewer.

FBPropertyBase IDBufferPicking

Read write Property: Use ID (Color) Buffer for picking, instead of OpenGl selection buffer picking.

FBPropertyBase IDBufferPickingAlpha

Read write Property: Those Semi-transparent (Alpha Blend) geometry(region) contribute less than this threshold, will be considered as invisible during ID picking.

FBPropertyBase IDBufferDisplay

Read write Property: Render Model's unique Color ID into color Buffer (used for picking).

FBPropertyBase SelectionOverride

Read write Property: Add transparent color override layer on selected models if true.

Read write Property: Selection override layer transparency.

FBPropertyBase SelectionOverrideColor

Read write Property: Selection override layer color.

Read write Property: Force show all feature points (pivots and etc) on selected models if true, ignore individual model's settings.

FBPropertyBase DisplaySetUpdateId

Read Only Property: Current DisplaySet Update Id.

Add/Delete models, Show/Hide models will affect DisplaySet.

FBPropertyBase RendererUpdateId

Read Only Property: Current Render Update Id.

DisplaySet update, material change, texture changes and shader change and other operations will trigger Renderer update.

FBPropertyBase DisplayableGeometryCount

Read Only Property: Displayable geometry count.

FBPropertyBase DisplayableLightCount

Read Only Property: Displayable light count.

FBPropertyListRendererCallback RendererCallbacks

List: Renderer Callbacks attached.

FBPropertyBase RegisteredCallbackCount

Read Only Property: Registered Renderer Callback Count.

FBPropertyBase CurrentPaneCallbackIndex

Read Write Property: Current Pane's Renderer Callback Index.

Read Write Property: Current Pane's Renderer Callback Preference Index.

FBPropertyBase AdvancedMaterialMode

Read write Property: Turn on/off advanced material setting UI widgets.

Note:
MoBu default render won't utilize those advanced material properties, they're provided for pipeline interop and custom plugin development purpose.
FBPropertyBase AdvancedLightingMode

Read write Property: Turn on/off advanced lighting setting UI widgets.

Include UI widgets for various advanced lighting setting, includes: Light: area light, spot light inner/outer angles, barndoors and etc.,; Model: PrimaryVisibility, CastsShadows and ReceiveShadows.

MoBu default render doesn't utilize those advanced lighting properties, they're provided for pipeline interop and custom plugin development purpose. This property must been set to be true before creating any scene light or model objects to allow UI widgets display properly.

it's equivalent to the config item "AdvancedLightingUISetting" at [Rendering] section"


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