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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.