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.