PyMaterialXRenderGlsl.GlslProgram

class GlslProgram

Bases: pybind11_object

A class representing an executable GLSL program.

There are two main interfaces which can be used: one which takes in a HwShader and one which allows for explicit setting of shader stage code.

See:

https://materialx.org/docs/api/class_glsl_program.html

Methods

__init__(*args, **kwargs)

addStage(self, arg0, arg1)

bind(self)

bindAttribute(self, arg0, arg1)

bindLighting(self, arg0, arg1)

bindMesh(self, arg0)

bindPartition(self, arg0)

bindTextures(self, arg0)

bindTimeAndFrame(self[, time, frame])

bindUniform(self, arg0, arg1, arg2)

bindViewInformation(self, arg0)

build(self)

clearBuiltData(self)

create()

findInputs(self, arg0, arg1, arg2, arg3)

getAttributesList(self)

getShader(self)

getStageSourceCode(self, arg0)

getUniformsList(self)

hasActiveAttributes(self)

hasBuiltData(self)

setStages(self, arg0)

unbind(self)

unbindGeometry(self)

Properties

UNDEFINED_OPENGL_PROGRAM_LOCATION = -1
UNDEFINED_OPENGL_RESOURCE_ID = 0

Methods

__init__(*args, **kwargs)
addStage(self: GlslProgram, arg0: str, arg1: str) None
bind(self: GlslProgram) bool
bindAttribute(self: GlslProgram, arg0: dict[str, PyMaterialXRenderGlsl.Input], arg1: Mesh) None
bindLighting(self: GlslProgram, arg0: LightHandler, arg1: ImageHandler) None
bindMesh(self: GlslProgram, arg0: Mesh) None
bindPartition(self: GlslProgram, arg0: MeshPartition) None
bindTextures(self: GlslProgram, arg0: ImageHandler) None
bindTimeAndFrame(self: GlslProgram, time: float = 1.0, frame: float = 1.0) None
bindUniform(self: GlslProgram, arg0: str, arg1: Value, arg2: bool) None
bindViewInformation(self: GlslProgram, arg0: Camera) None
build(self: GlslProgram) None
clearBuiltData(self: GlslProgram) None
static create() GlslProgram
findInputs(self: GlslProgram, arg0: str, arg1: dict[str, PyMaterialXRenderGlsl.Input], arg2: dict[str, PyMaterialXRenderGlsl.Input], arg3: bool) None
getAttributesList(self: GlslProgram) dict[str, PyMaterialXRenderGlsl.Input]
getShader(self: GlslProgram) Shader
getStageSourceCode(self: GlslProgram, arg0: str) str
getUniformsList(self: GlslProgram) dict[str, PyMaterialXRenderGlsl.Input]
hasActiveAttributes(self: GlslProgram) bool
hasBuiltData(self: GlslProgram) bool
setStages(self: GlslProgram, arg0: Shader) None
unbind(self: GlslProgram) None
unbindGeometry(self: GlslProgram) None