abstract class VRRenderer : Renderer, StereoRenderer
Author
dennis.ippel
VRRenderer(context: Context!) |
var mCameraPosition: Vector3! |
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var mCurrentEyeMatrix: Matrix4! |
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var mCurrentEyeOrientation: Quaternion! |
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var mHeadViewMatrix: Matrix4! |
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var mHeadViewQuaternion: Quaternion! |
static val AVAILABLE_CORES: Int |
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var mContext: Context! |
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var mCurrentViewportHeight: Int |
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var mCurrentViewportWidth: Int |
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var mDefaultViewportHeight: Int |
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var mDefaultViewportWidth: Int |
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var mEnableDepthBuffer: Boolean |
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static var mFogEnabled: Boolean |
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var mFPSUpdateListener: OnFPSUpdateListener! |
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var mFrameCount: Int |
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var mFrameRate: Double |
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var mGLES_Major_Version: Int |
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var mGLES_Minor_Version: Int |
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var mLastMeasuredFPS: Double |
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val mLoaderExecutor: Executor! |
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var mMaterialManager: MaterialManager! |
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var mOverrideViewportHeight: Int |
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var mOverrideViewportWidth: Int |
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val mRenderTargets: MutableList<RenderTarget!>! |
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var mSceneInitialized: Boolean |
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val mScenes: MutableList<Scene!>! |
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var mSurface: ISurface! |
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var mTextureManager: TextureManager! |
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var mTimer: ScheduledExecutorService! |
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static var sMaxLights: Int |
open fun isLookingAtObject(target: Object3D!): Boolean open fun isLookingAtObject(target: Object3D!, maxAngle: Float): Boolean |
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open fun onDrawEye(eye: Eye!): Unit |
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open fun onFinishFrame(viewport: Viewport!): Unit |
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open fun onNewFrame(headTransform: HeadTransform!): Unit |
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open fun onRendererShutdown(): Unit |
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open fun onSurfaceChanged(width: Int, height: Int): Unit |
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open fun onSurfaceCreated(eglConfig: EGLConfig!): Unit |
open fun addAndSwitchScene(scene: Scene!): Boolean
Adds a |
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open fun addMaterial(material: Material!): Boolean |
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open fun addRenderTarget(renderTarget: RenderTarget!): Boolean
Add a render target in a thread safe manner. |
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open fun addScene(scene: Scene!): Boolean
Adds a |
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open fun addScenes(scenes: MutableCollection<Scene!>!): Boolean
Adds a |
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open fun addTexture(texture: ATexture!): Boolean |
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open fun clearOverrideViewportDimensions(): Unit |
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open fun clearScenes(): Unit
Clears all scenes from the renderer. This should be used with extreme care as it will also clear the current scene. If this is done while still rendering, bad things will happen. |
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open fun getContext(): Context! |
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open fun getCurrentCamera(): Camera!
Retrieve the current |
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open fun getCurrentScene(): Scene!
Fetches the |
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open fun getDefaultViewportHeight(): Int |
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open fun getDefaultViewportWidth(): Int |
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open fun getFrameRate(): Double |
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open fun getGLMajorVersion(): Int
Fetches the Open GL ES major version of the EGL surface. |
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open fun getGLMinorVersion(): Int
Fetches the Open GL ES minor version of the EGL surface. |
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open static fun getMaxLights(): Int |
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open fun getNewDefaultScene(): Scene!
Return a new instance of the default initial scene for the |
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open fun getNumScenes(): Int
Retrieve the number of |
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open fun getOverrideViewportHeight(): Int |
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open fun getOverrideViewportWidth(): Int |
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open fun getRefreshRate(): Double |
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open fun getRenderTarget(): RenderTarget! |
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open fun getScene(scene: Int): Scene!
Fetches the specified scene. |
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open fun getSceneCachingEnabled(): Boolean |
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open fun getSceneInitialized(): Boolean |
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open fun getTextureManager(): TextureManager! |
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open fun getViewportHeight(): Int |
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open fun getViewportWidth(): Int |
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open static fun hasGLContext(): Boolean
Indicates whether the OpenGL context is still alive or not. |
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open fun initializeColorPicker(picker: ObjectColorPicker!): Boolean |
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abstract fun initScene(): Unit
Scene construction should happen here, not in onSurfaceCreated() |
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open fun internalOfferTask(task: AFrameTask!): Boolean |
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open fun loadModel(loader: ALoader!, callback: IAsyncLoaderCallback!, tag: Int): ALoader!
Add an open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int): ALoader!
Create and add an open fun loadModel(loaderClass: Class<out ALoader!>!, callback: IAsyncLoaderCallback!, resID: Int, tag: Int): ALoader!
Create and add an |
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open fun onPause(): Unit |
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open fun onRender(elapsedRealtime: Long, deltaTime: Double): Unit
Called by |
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open fun onRenderFrame(gl: GL10!): Unit |
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open fun onRenderSurfaceCreated(config: EGLConfig!, gl: GL10!, width: Int, height: Int): Unit |
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open fun onRenderSurfaceDestroyed(surface: SurfaceTexture!): Unit |
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open fun onRenderSurfaceSizeChanged(gl: GL10!, width: Int, height: Int): Unit |
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open fun onResume(): Unit |
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open fun performFrameTasks(): Unit |
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open fun reloadMaterials(): Boolean |
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open fun reloadRenderTargets(): Unit |
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open fun reloadScenes(): Unit
Called to reload the scenes. |
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open fun reloadTextures(): Boolean |
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open fun removeMaterial(material: Material!): Boolean |
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open fun removeRenderTarget(renderTarget: RenderTarget!): Boolean
Remove a render target in a thread safe manner. |
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open fun removeScene(scene: Scene!): Boolean
Removes a |
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open fun removeTexture(texture: ATexture!): Boolean |
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open fun render(elapsedRealtime: Long, deltaTime: Double): Unit
Called by |
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open fun replaceAndSwitchScene(scene: Scene!, location: Int): Boolean
Replaces a open fun replaceAndSwitchScene(oldScene: Scene!, newScene: Scene!): Boolean
Replaces the specified |
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open fun replaceScene(scene: Scene!, location: Int): Boolean
Replaces a open fun replaceScene(oldScene: Scene!, newScene: Scene!): Boolean
Replaces the specified |
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open fun replaceTexture(texture: ATexture!): Boolean |
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open fun resetMaterials(): Boolean |
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open fun resetTextures(): Boolean |
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open fun resizeRenderTarget(renderTargetTexture: RenderTargetTexture): Boolean |
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open fun screenToCartesian(screenX: Float, screenY: Float): PointF!
converts screen coordinates (y increases downwards) to cartesian (y increases upwards) coordinates |
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open fun setAntiAliasingMode(config: ISurface.ANTI_ALIASING_CONFIG!): Unit |
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open fun setFPSUpdateListener(listener: OnFPSUpdateListener!): Unit |
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open fun setFrameRate(frameRate: Int): Unit open fun setFrameRate(frameRate: Double): Unit |
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open static fun setMaxLights(maxLights: Int): Unit |
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open fun setOverrideViewportDimensions(width: Int, height: Int): Unit |
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open fun setRenderSurface(surface: ISurface!): Unit |
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open fun setRenderTarget(renderTarget: RenderTarget!): Unit
Sets the current render target. Please mind that this CAN ONLY BE called on the main OpenGL render thread. A subsequent call to |
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open fun setSceneCachingEnabled(enabled: Boolean): Unit |
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open fun setViewPort(width: Int, height: Int): Unit
Sets the GL Viewport used. User code is free to override this method, so long as the viewport is set somewhere (and the projection matrix updated). |
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open fun startRendering(): Unit |
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open fun stopRendering(): Boolean
Stop rendering the scene. |
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open fun switchScene(scene: Scene!): Unit open fun switchScene(scene: Int): Unit
Switches the |
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open fun switchSceneDirect(nextScene: Scene!): Unit
Switches the |
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open fun unProject(p: PointF!, distance: Float): Vector3! open fun unProject(x: Double, y: Double, z: Double): Vector3!
Unprojects screen position into world space; 0,0,0 is center of screen |