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Glf module — pxr-usd-api 105.1 documentation
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Glf module
# Glf module
Summary: The Glf module contains Utility classes for OpenGL output.
glf
Classes:
DrawTarget
A class representing a GL render target with mutliple image attachments.
GLQueryObject
Represents a GL query object in Glf
SimpleLight
SimpleMaterial
Texture
Represents a texture object in Glf.
class pxr.Glf.DrawTarget
A class representing a GL render target with mutliple image
attachments.
A DrawTarget is essentially a custom render pass into which several
arbitrary variables can be output into. These can later be used as
texture samplers by GLSL shaders.
The DrawTarget maintains a map of named attachments that correspond to
GL_TEXTURE_2D mages. By default, DrawTargets also create a depth
component that is used both as a depth buffer during the draw pass,
and can later be accessed as a regular GL_TEXTURE_2D data. Stencils
are also available (by setting the format to GL_DEPTH_STENCIL and the
internalFormat to GL_DEPTH24_STENCIL8)
Methods:
AddAttachment(name, format, type, internalFormat)
Add an attachment to the DrawTarget.
Bind()
Binds the framebuffer.
Unbind()
Unbinds the framebuffer.
WriteToFile(name, filename, viewMatrix, ...)
Write the Attachment buffer to an image file (debugging).
Attributes:
expired
True if this object has expired, False otherwise.
AddAttachment(name, format, type, internalFormat) → None
Add an attachment to the DrawTarget.
Parameters
name (str) –
format (GLenum) –
type (GLenum) –
internalFormat (GLenum) –
Bind() → None
Binds the framebuffer.
Unbind() → None
Unbinds the framebuffer.
WriteToFile(name, filename, viewMatrix, projectionMatrix) → bool
Write the Attachment buffer to an image file (debugging).
Parameters
name (str) –
filename (str) –
viewMatrix (Matrix4d) –
projectionMatrix (Matrix4d) –
property expired
True if this object has expired, False otherwise.
class pxr.Glf.GLQueryObject
Represents a GL query object in Glf
Methods:
Begin(target)
Begin query for the given target target has to be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_PRIMITIVES_GENERATED GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN GL_TIME_ELAPSED, GL_TIMESTAMP.
BeginPrimitivesGenerated()
equivalent to Begin(GL_PRIMITIVES_GENERATED).
BeginSamplesPassed()
equivalent to Begin(GL_SAMPLES_PASSED).
BeginTimeElapsed()
equivalent to Begin(GL_TIME_ELAPSED).
End()
End query.
GetResult()
Return the query result (synchronous) stalls CPU until the result becomes available.
GetResultNoWait()
Return the query result (asynchronous) returns 0 if the result hasn't been available.
Begin(target) → None
Begin query for the given target target has to be one of
GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED,
GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_PRIMITIVES_GENERATED
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN GL_TIME_ELAPSED,
GL_TIMESTAMP.
Parameters
target (GLenum) –
BeginPrimitivesGenerated() → None
equivalent to Begin(GL_PRIMITIVES_GENERATED).
The number of primitives sent to the rasterizer by the scoped drawing
command will be returned.
BeginSamplesPassed() → None
equivalent to Begin(GL_SAMPLES_PASSED).
The number of samples that pass the depth test for all drawing
commands within the scope of the query will be returned.
BeginTimeElapsed() → None
equivalent to Begin(GL_TIME_ELAPSED).
The time that it takes for the GPU to execute all of the scoped
commands will be returned in nanoseconds.
End() → None
End query.
GetResult() → int
Return the query result (synchronous) stalls CPU until the result
becomes available.
GetResultNoWait() → int
Return the query result (asynchronous) returns 0 if the result hasn’t
been available.
class pxr.Glf.SimpleLight
Attributes:
ambient
None
attenuation
None
diffuse
None
hasShadow
None
id
isCameraSpaceLight
None
isDomeLight
None
position
None
shadowBias
None
shadowBlur
None
shadowIndexEnd
None
shadowIndexStart
None
shadowMatrices
None
shadowResolution
None
specular
None
spotCutoff
None
spotDirection
None
spotFalloff
None
transform
None
property ambient
None
type : Vec4f
Type
type
property attenuation
None
type : Vec3f
Type
type
property diffuse
None
type : Vec4f
Type
type
property hasShadow
None
Type
type
property id
property isCameraSpaceLight
None
type : bool
Type
type
property isDomeLight
None
type : bool
Type
type
property position
None
type : Vec4f
Type
type
property shadowBias
None
type : float
Type
type
property shadowBlur
None
type : float
Type
type
property shadowIndexEnd
None
type : int
Type
type
property shadowIndexStart
None
type : int
Type
type
property shadowMatrices
None
type : list[Matrix4d]
Type
type
property shadowResolution
None
type : int
Type
type
property specular
None
type : Vec4f
Type
type
property spotCutoff
None
type : float
Type
type
property spotDirection
None
type : Vec3f
Type
type
property spotFalloff
None
type : float
Type
type
property transform
None
type : Matrix4d
Type
type
class pxr.Glf.SimpleMaterial
Attributes:
ambient
None
diffuse
None
emission
None
shininess
None
specular
None
property ambient
None
type : Vec4f
Type
type
property diffuse
None
type : Vec4f
Type
type
property emission
None
type : Vec4f
Type
type
property shininess
None
type : float
Type
type
property specular
None
type : Vec4f
Type
type
class pxr.Glf.Texture
Represents a texture object in Glf.
A texture is typically defined by reading texture image data from an
image file but a texture might also represent an attachment of a draw
target.
Methods:
GetTextureMemoryAllocated
classmethod GetTextureMemoryAllocated() -> int
Attributes:
magFilterSupported
bool
memoryRequested
None
memoryUsed
int
minFilterSupported
bool
static GetTextureMemoryAllocated()
classmethod GetTextureMemoryAllocated() -> int
static reporting function
property magFilterSupported
bool
Type
type
property memoryRequested
None
Specify the amount of memory the user wishes to allocate to the
texture.
type : int
Amount of memory the user wishes to allocate to the texture.
Type
type
property memoryUsed
int
Amount of memory used to store the texture.
Type
type
property minFilterSupported
bool
Type
type
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023.
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