Glf module — pxr-usd-api 105.1 documentation
pxr-usd-api
» Modules » 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.