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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.