Uranium
Application Framework
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UM.View.GL.OpenGL.OpenGL Class Reference

Convenience methods for dealing with OpenGL. More...

Classes

class  Vendor
 Different OpenGL chipset vendors. More...
 

Public Member Functions

 __init__ (self)
 
bool hasFrameBufferObjects (self)
 Check if the current OpenGL implementation supports FrameBuffer Objects.
 
 getOpenGLVersion (self)
 Get the current OpenGL version.
 
 getGPUVendorName (self)
 Get the current GPU vendor name.
 
 getGPUVendor (self)
 Get the current GPU vendor.
 
 getGPUType (self)
 Get a string describing the current GPU type.
 
 getBindingsObject (self)
 Get the OpenGL bindings object.
 
 createFrameBufferObject (self, width, height)
 Create a FrameBuffer Object.
 
 createTexture (self)
 Create a Texture Object.
 
ShaderProgram createShaderProgram (self, str file_name)
 Create a ShaderProgram Object.
 
QOpenGLBuffer createVertexBuffer (self, "MeshData" mesh, **kwargs)
 Create a Vertex buffer for a mesh.
 
 createIndexBuffer (self, mesh, **kwargs)
 Create an index buffer for a mesh.
 
"OpenGL" getInstance (cls)
 Get the singleton instance.
 
 setInstance (cls, instance)
 Set the singleton instance.
 

Static Public Attributes

str VertexBufferProperty = "__vertex_buffer"
 
str IndexBufferProperty = "__index_buffer"
 

Protected Attributes

 _gl
 
 _gpu_vendor
 
 _gpu_type
 
 _opengl_version
 

Static Protected Attributes

 _instance = None
 private:
 

Detailed Description

Convenience methods for dealing with OpenGL.

This class simplifies dealing with OpenGL and different Python OpenGL bindings. It mostly describes an interface that should be implemented for dealing with basic OpenGL functionality using these different OpenGL bindings. Additionally, it provides singleton handling. The implementation-defined subclass must be set as singleton instance as soon as possible so that any calls to getInstance() return a proper object.

Member Function Documentation

◆ createFrameBufferObject()

UM.View.GL.OpenGL.OpenGL.createFrameBufferObject (   self,
  width,
  height 
)

Create a FrameBuffer Object.

This should return an implementation-specifc FrameBufferObject subclass.

◆ createIndexBuffer()

UM.View.GL.OpenGL.OpenGL.createIndexBuffer (   self,
  mesh,
**  kwargs 
)

Create an index buffer for a mesh.

This will create an index buffer object that is filled with the index data of the mesh.

By default, the associated index buffer should be cached using a custom property on the mesh. This should use the IndexBufferProperty property name.

Parameters
meshThe mesh to create an index buffer for.
kwargsKeyword arguments. Possible values:
  • force_recreate: Ignore the cached value if set and always create a new buffer.

◆ createShaderProgram()

ShaderProgram UM.View.GL.OpenGL.OpenGL.createShaderProgram (   self,
str  file_name 
)

Create a ShaderProgram Object.

This should return an implementation-specifc ShaderProgram subclass.

◆ createTexture()

UM.View.GL.OpenGL.OpenGL.createTexture (   self)

Create a Texture Object.

This should return an implementation-specifc Texture subclass.

◆ createVertexBuffer()

QOpenGLBuffer UM.View.GL.OpenGL.OpenGL.createVertexBuffer (   self,
"MeshData"  mesh,
**  kwargs 
)

Create a Vertex buffer for a mesh.

This will create a vertex buffer object that is filled with the vertex data of the mesh.

By default, the associated vertex buffer should be cached using a custom property on the mesh. This should use the VertexBufferProperty property name.

Parameters
meshThe mesh to create a vertex buffer for.
kwargsKeyword arguments. Possible values:
  • force_recreate: Ignore the cached value if set and always create a new buffer.

◆ getBindingsObject()

UM.View.GL.OpenGL.OpenGL.getBindingsObject (   self)

Get the OpenGL bindings object.

This should return an object that has all supported OpenGL functions as methods and additionally defines all OpenGL constants. This object is used to make direct OpenGL calls so should match OpenGL as closely as possible.

◆ getGPUType()

UM.View.GL.OpenGL.OpenGL.getGPUType (   self)

Get a string describing the current GPU type.

This effectively should return the OpenGL renderer string.

◆ getGPUVendor()

UM.View.GL.OpenGL.OpenGL.getGPUVendor (   self)

Get the current GPU vendor.

Returns
One of the items of OpenGL.Vendor.

◆ getGPUVendorName()

UM.View.GL.OpenGL.OpenGL.getGPUVendorName (   self)

Get the current GPU vendor name.

Returns
Name of the vendor of current GPU

◆ getInstance()

"OpenGL" UM.View.GL.OpenGL.OpenGL.getInstance (   cls)

Get the singleton instance.

Returns
The singleton instance.

◆ getOpenGLVersion()

UM.View.GL.OpenGL.OpenGL.getOpenGLVersion (   self)

Get the current OpenGL version.

Returns
Version of OpenGL

◆ hasFrameBufferObjects()

bool UM.View.GL.OpenGL.OpenGL.hasFrameBufferObjects (   self)

Check if the current OpenGL implementation supports FrameBuffer Objects.

Returns
True if FBOs are supported, False if not.

◆ setInstance()

UM.View.GL.OpenGL.OpenGL.setInstance (   cls,
  instance 
)

Set the singleton instance.

This is mostly meant to simplify the singleton logic and should be called by the OpenGL implementation as soon as possible.


The documentation for this class was generated from the following file: