HDK
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#include <lightAPI.h>
Static Public Member Functions | |
static USDLUX_API const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
static USDLUX_API UsdLuxLightAPI | Get (const UsdStagePtr &stage, const SdfPath &path) |
static USDLUX_API bool | CanApply (const UsdPrim &prim, std::string *whyNot=nullptr) |
static USDLUX_API UsdLuxLightAPI | Apply (const UsdPrim &prim) |
Static Public Member Functions inherited from UsdAPISchemaBase | |
static USD_API const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
Static Public Member Functions inherited from UsdSchemaBase | |
static const TfTokenVector & | GetSchemaAttributeNames (bool includeInherited=true) |
Static Public Attributes | |
static const UsdSchemaKind | schemaKind = UsdSchemaKind::SingleApplyAPI |
Static Public Attributes inherited from UsdAPISchemaBase | |
static const UsdSchemaKind | schemaKind = UsdSchemaKind::AbstractBase |
Static Public Attributes inherited from UsdSchemaBase | |
static const UsdSchemaKind | schemaKind = UsdSchemaKind::AbstractBase |
Protected Member Functions | |
USDLUX_API UsdSchemaKind | _GetSchemaKind () const override |
Protected Member Functions inherited from UsdAPISchemaBase | |
UsdAPISchemaBase (const UsdPrim &prim, const TfToken &instanceName) | |
UsdAPISchemaBase (const UsdSchemaBase &schemaObj, const TfToken &instanceName) | |
const TfToken & | _GetInstanceName () const |
USD_API bool | _IsCompatible () const override |
Protected Member Functions inherited from UsdSchemaBase | |
virtual UsdSchemaKind | _GetSchemaType () const |
const TfType & | _GetType () const |
USD_API UsdAttribute | _CreateAttr (TfToken const &attrName, SdfValueTypeName const &typeName, bool custom, SdfVariability variability, VtValue const &defaultValue, bool writeSparsely) const |
Friends | |
class | UsdSchemaRegistry |
Additional Inherited Members | |
Static Protected Member Functions inherited from UsdAPISchemaBase | |
static USD_API TfTokenVector | _GetMultipleApplyInstanceNames (const UsdPrim &prim, const TfType &schemaType) |
API schema that imparts the quality of being a light onto a prim.
A light is any prim that has this schema applied to it. This is true regardless of whether LightAPI is included as a built-in API of the prim type (e.g. RectLight or DistantLight) or is applied directly to a Gprim that should be treated as a light.
Linking
Lights can be linked to geometry. Linking controls which geometry a light illuminates, and which geometry casts shadows from the light.
Linking is specified as collections (UsdCollectionAPI) which can be accessed via GetLightLinkCollection() and GetShadowLinkCollection(). Note that these collections have their includeRoot set to true, so that lights will illuminate and cast shadows from all objects by default. To illuminate only a specific set of objects, there are two options. One option is to modify the collection paths to explicitly exclude everything else, assuming it is known; the other option is to set includeRoot to false and explicitly include the desired objects. These are complementary approaches that may each be preferable depending on the scenario and how to best express the intent of the light setup.
For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdLuxTokens. So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded as the value.
Definition at line 89 of file lightAPI.h.
Construct a UsdLuxLightAPI on UsdPrim prim
. Equivalent to UsdLuxLightAPI::Get(prim.GetStage(), prim.GetPath()) for a valid prim
, but will not immediately throw an error for an invalid prim
Definition at line 101 of file lightAPI.h.
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inlineexplicit |
Construct a UsdLuxLightAPI on the prim held by schemaObj
. Should be preferred over UsdLuxLightAPI(schemaObj.GetPrim()), as it preserves SchemaBase state.
Definition at line 109 of file lightAPI.h.
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virtual |
Destructor.
USDLUX_API UsdLuxLightAPI::UsdLuxLightAPI | ( | const UsdShadeConnectableAPI & | connectable | ) |
Constructor that takes a ConnectableAPI object. Allow implicit conversion of a UsdShadeConnectableAPI to UsdLuxLightAPI
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overrideprotectedvirtual |
Returns the kind of schema this class belongs to.
Reimplemented from UsdAPISchemaBase.
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static |
Applies this single-apply API schema to the given prim
. This information is stored by adding "LightAPI" to the token-valued, listOp metadata apiSchemas on the prim.
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static |
Returns true if this single-apply API schema can be applied to the given prim
. If this schema can not be a applied to the prim, this returns false and, if provided, populates whyNot
with the reason it can not be applied.
Note that if CanApply returns false, that does not necessarily imply that calling Apply will fail. Callers are expected to call CanApply before calling Apply if they want to ensure that it is valid to apply a schema.
USDLUX_API UsdShadeConnectableAPI UsdLuxLightAPI::ConnectableAPI | ( | ) | const |
Contructs and returns a UsdShadeConnectableAPI object with this light.
Note that most tasks can be accomplished without explicitly constructing a UsdShadeConnectable API, since connection-related API such as UsdShadeConnectableAPI::ConnectToSource() are static methods, and UsdLuxLightAPI will auto-convert to a UsdShadeConnectableAPI when passed to functions that want to act generically on a connectable UsdShadeConnectableAPI object.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateColorAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetColorAttr(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateColorTemperatureAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetColorTemperatureAttr(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateDiffuseAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetDiffuseAttr(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateEnableColorTemperatureAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetEnableColorTemperatureAttr(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateExposureAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetExposureAttr(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdRelationship UsdLuxLightAPI::CreateFiltersRel | ( | ) | const |
See GetFiltersRel(), and also Usd_Create_Or_Get_Property for when to use Get vs Create
USDLUX_API UsdShadeInput UsdLuxLightAPI::CreateInput | ( | const TfToken & | name, |
const SdfValueTypeName & | typeName | ||
) |
Create an input which can either have a value or can be connected. The attribute representing the input is created in the "inputs:" namespace. Inputs on lights are connectable.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateIntensityAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
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) | const |
See GetIntensityAttr(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateMaterialSyncModeAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetMaterialSyncModeAttr(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateNormalizeAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetNormalizeAttr(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdShadeOutput UsdLuxLightAPI::CreateOutput | ( | const TfToken & | name, |
const SdfValueTypeName & | typeName | ||
) |
Create an output which can either have a value or can be connected. The attribute representing the output is created in the "outputs:" namespace. Outputs on a light cannot be connected, as their value is assumed to be computed externally.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateShaderIdAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
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) | const |
See GetShaderIdAttr(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateShaderIdAttrForRenderContext | ( | const TfToken & | renderContext, |
VtValue const & | defaultValue = VtValue() , |
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bool | writeSparsely = false |
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) | const |
Creates the shader ID attribute for the given renderContext
.
See GetShaderIdAttrForRenderContext(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
USDLUX_API UsdAttribute UsdLuxLightAPI::CreateSpecularAttr | ( | VtValue const & | defaultValue = VtValue() , |
bool | writeSparsely = false |
||
) | const |
See GetSpecularAttr(), and also Usd_Create_Or_Get_Property for when to use Get vs Create. If specified, author defaultValue
as the attribute's default, sparsely (when it makes sense to do so) if writeSparsely
is true
- the default for writeSparsely
is false
.
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static |
Return a UsdLuxLightAPI holding the prim adhering to this schema at path
on stage
. If no prim exists at path
on stage
, or if the prim at that path does not adhere to this schema, return an invalid schema object. This is shorthand for the following:
USDLUX_API UsdAttribute UsdLuxLightAPI::GetColorAttr | ( | ) | const |
USDLUX_API UsdAttribute UsdLuxLightAPI::GetColorTemperatureAttr | ( | ) | const |
Color temperature, in degrees Kelvin, representing the white point. The default is a common white point, D65. Lower values are warmer and higher values are cooler. The valid range is from 1000 to 10000. Only takes effect when enableColorTemperature is set to true. When active, the computed result multiplies against the color attribute. See UsdLuxBlackbodyTemperatureAsRgb().
Declaration | float inputs:colorTemperature = 6500 |
C++ Type | float |
Usd Type | SdfValueTypeNames->Float |
USDLUX_API UsdAttribute UsdLuxLightAPI::GetDiffuseAttr | ( | ) | const |
A multiplier for the effect of this light on the diffuse response of materials. This is a non-physical control.
Declaration | float inputs:diffuse = 1 |
C++ Type | float |
Usd Type | SdfValueTypeNames->Float |
USDLUX_API UsdAttribute UsdLuxLightAPI::GetEnableColorTemperatureAttr | ( | ) | const |
Enables using colorTemperature.
Declaration | bool inputs:enableColorTemperature = 0 |
C++ Type | bool |
Usd Type | SdfValueTypeNames->Bool |
USDLUX_API UsdAttribute UsdLuxLightAPI::GetExposureAttr | ( | ) | const |
Scales the power of the light exponentially as a power of 2 (similar to an F-stop control over exposure). The result is multiplied against the intensity.
Declaration | float inputs:exposure = 0 |
C++ Type | float |
Usd Type | SdfValueTypeNames->Float |
USDLUX_API UsdRelationship UsdLuxLightAPI::GetFiltersRel | ( | ) | const |
Relationship to the light filters that apply to this light.
USDLUX_API UsdShadeInput UsdLuxLightAPI::GetInput | ( | const TfToken & | name | ) | const |
Return the requested input if it exists.
USDLUX_API std::vector<UsdShadeInput> UsdLuxLightAPI::GetInputs | ( | bool | onlyAuthored = true | ) | const |
Inputs are represented by attributes in the "inputs:" namespace. If onlyAuthored
is true (the default), then only return authored attributes; otherwise, this also returns un-authored builtins.
USDLUX_API UsdAttribute UsdLuxLightAPI::GetIntensityAttr | ( | ) | const |
Scales the power of the light linearly.
Declaration | float inputs:intensity = 1 |
C++ Type | float |
Usd Type | SdfValueTypeNames->Float |
USDLUX_API UsdCollectionAPI UsdLuxLightAPI::GetLightLinkCollectionAPI | ( | ) | const |
Return the UsdCollectionAPI interface used for examining and modifying the light-linking of this light. Light-linking controls which geometry this light illuminates.
USDLUX_API UsdAttribute UsdLuxLightAPI::GetMaterialSyncModeAttr | ( | ) | const |
For a LightAPI applied to geometry that has a bound Material, which is entirely or partly emissive, this specifies the relationship of the Material response to the lighting response. Valid values are:
Declaration | uniform token light:materialSyncMode = "noMaterialResponse" |
C++ Type | TfToken |
Usd Type | SdfValueTypeNames->Token |
Variability | SdfVariabilityUniform |
Allowed Values | materialGlowTintsLight, independent, noMaterialResponse |
USDLUX_API UsdAttribute UsdLuxLightAPI::GetNormalizeAttr | ( | ) | const |
Normalizes power by the surface area of the light. This makes it easier to independently adjust the power and shape of the light, by causing the power to not vary with the area or angular size of the light.
Declaration | bool inputs:normalize = 0 |
C++ Type | bool |
Usd Type | SdfValueTypeNames->Bool |
USDLUX_API UsdShadeOutput UsdLuxLightAPI::GetOutput | ( | const TfToken & | name | ) | const |
Return the requested output if it exists.
USDLUX_API std::vector<UsdShadeOutput> UsdLuxLightAPI::GetOutputs | ( | bool | onlyAuthored = true | ) | const |
Outputs are represented by attributes in the "outputs:" namespace. If onlyAuthored
is true (the default), then only return authored attributes; otherwise, this also returns un-authored builtins.
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Return a vector of names of all pre-declared attributes for this schema class and all its ancestor classes. Does not include attributes that may be authored by custom/extended methods of the schemas involved.
USDLUX_API TfToken UsdLuxLightAPI::GetShaderId | ( | const TfTokenVector & | renderContexts | ) | const |
Return the light's shader ID for the given list of available renderContexts
.
The shader ID returned by this function is the identifier to use when looking up the shader definition for this light in the shader registry.
The render contexts are expected to be listed in priority order, so for each render context provided, this will try to find the shader ID attribute specific to that render context (see GetShaderIdAttrForRenderContext()) and will return the value of the first one found that has a non-empty value. If no shader ID value can be found for any of the given render contexts or renderContexts
is empty, then this will return the value of the default shader ID attribute (see GetShaderIdAttr()).
USDLUX_API UsdAttribute UsdLuxLightAPI::GetShaderIdAttr | ( | ) | const |
Default ID for the light's shader. This defines the shader ID for this light when a render context specific shader ID is not available.
The default shaderId for the intrinsic UsdLux lights (RectLight, DistantLight, etc.) are set to default to the light's type name. For each intrinsic UsdLux light, we will always register an SdrShaderNode in the SdrRegistry, with the identifier matching the type name and the source type "USD", that corresponds to the light's inputs.
Declaration | uniform token light:shaderId = "" |
C++ Type | TfToken |
Usd Type | SdfValueTypeNames->Token |
Variability | SdfVariabilityUniform |
USDLUX_API UsdAttribute UsdLuxLightAPI::GetShaderIdAttrForRenderContext | ( | const TfToken & | renderContext | ) | const |
Returns the shader ID attribute for the given renderContext
.
If renderContext
is non-empty, this will try to return an attribute named light:shaderId with the namespace prefix renderContext
. For example, if the passed in render context is "ri" then the attribute returned by this function would have the following signature:
Declaration | token ri:light:shaderId |
C++ Type | TfToken |
Usd Type | SdfValueTypeNames->Token |
If the render context is empty, this will return the default shader ID attribute as returned by GetShaderIdAttr().
USDLUX_API UsdCollectionAPI UsdLuxLightAPI::GetShadowLinkCollectionAPI | ( | ) | const |
Return the UsdCollectionAPI interface used for examining and modifying the shadow-linking of this light. Shadow-linking controls which geometry casts shadows from this light.
USDLUX_API UsdAttribute UsdLuxLightAPI::GetSpecularAttr | ( | ) | const |
A multiplier for the effect of this light on the specular response of materials. This is a non-physical control.
Declaration | float inputs:specular = 1 |
C++ Type | float |
Usd Type | SdfValueTypeNames->Float |
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friend |
Definition at line 187 of file lightAPI.h.
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static |
Compile time constant representing what kind of schema this class is.
Definition at line 95 of file lightAPI.h.