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lightAPI.h
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24 #ifndef USDLUX_GENERATED_LIGHTAPI_H
25 #define USDLUX_GENERATED_LIGHTAPI_H
26 
27 /// \file usdLux/lightAPI.h
28 
29 #include "pxr/pxr.h"
30 #include "pxr/usd/usdLux/api.h"
32 #include "pxr/usd/usd/prim.h"
33 #include "pxr/usd/usd/stage.h"
34 #include "pxr/usd/usdLux/tokens.h"
35 
37 #include "pxr/usd/usdShade/input.h"
38 #include "pxr/usd/usdShade/output.h"
39 
40 #include "pxr/base/vt/value.h"
41 
42 #include "pxr/base/gf/vec3d.h"
43 #include "pxr/base/gf/vec3f.h"
44 #include "pxr/base/gf/matrix4d.h"
45 
46 #include "pxr/base/tf/token.h"
47 #include "pxr/base/tf/type.h"
48 
50 
51 class SdfAssetPath;
52 
53 // -------------------------------------------------------------------------- //
54 // LIGHTAPI //
55 // -------------------------------------------------------------------------- //
56 
57 /// \class UsdLuxLightAPI
58 ///
59 /// API schema that imparts the quality of being a light onto a prim.
60 ///
61 /// A light is any prim that has this schema applied to it. This is true
62 /// regardless of whether LightAPI is included as a built-in API of the prim
63 /// type (e.g. RectLight or DistantLight) or is applied directly to a Gprim
64 /// that should be treated as a light.
65 ///
66 /// <b>Linking</b>
67 ///
68 /// Lights can be linked to geometry. Linking controls which geometry
69 /// a light illuminates, and which geometry casts shadows from the light.
70 ///
71 /// Linking is specified as collections (UsdCollectionAPI) which can
72 /// be accessed via GetLightLinkCollection() and GetShadowLinkCollection().
73 /// Note that these collections have their includeRoot set to true,
74 /// so that lights will illuminate and cast shadows from all objects
75 /// by default. To illuminate only a specific set of objects, there
76 /// are two options. One option is to modify the collection paths
77 /// to explicitly exclude everything else, assuming it is known;
78 /// the other option is to set includeRoot to false and explicitly
79 /// include the desired objects. These are complementary approaches
80 /// that may each be preferable depending on the scenario and how
81 /// to best express the intent of the light setup.
82 ///
83 ///
84 /// For any described attribute \em Fallback \em Value or \em Allowed \em Values below
85 /// that are text/tokens, the actual token is published and defined in \ref UsdLuxTokens.
86 /// So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded
87 /// as the value.
88 ///
90 {
91 public:
92  /// Compile time constant representing what kind of schema this class is.
93  ///
94  /// \sa UsdSchemaKind
96 
97  /// Construct a UsdLuxLightAPI on UsdPrim \p prim .
98  /// Equivalent to UsdLuxLightAPI::Get(prim.GetStage(), prim.GetPath())
99  /// for a \em valid \p prim, but will not immediately throw an error for
100  /// an invalid \p prim
101  explicit UsdLuxLightAPI(const UsdPrim& prim=UsdPrim())
102  : UsdAPISchemaBase(prim)
103  {
104  }
105 
106  /// Construct a UsdLuxLightAPI on the prim held by \p schemaObj .
107  /// Should be preferred over UsdLuxLightAPI(schemaObj.GetPrim()),
108  /// as it preserves SchemaBase state.
109  explicit UsdLuxLightAPI(const UsdSchemaBase& schemaObj)
110  : UsdAPISchemaBase(schemaObj)
111  {
112  }
113 
114  /// Destructor.
115  USDLUX_API
116  virtual ~UsdLuxLightAPI();
117 
118  /// Return a vector of names of all pre-declared attributes for this schema
119  /// class and all its ancestor classes. Does not include attributes that
120  /// may be authored by custom/extended methods of the schemas involved.
121  USDLUX_API
122  static const TfTokenVector &
123  GetSchemaAttributeNames(bool includeInherited=true);
124 
125  /// Return a UsdLuxLightAPI holding the prim adhering to this
126  /// schema at \p path on \p stage. If no prim exists at \p path on
127  /// \p stage, or if the prim at that path does not adhere to this schema,
128  /// return an invalid schema object. This is shorthand for the following:
129  ///
130  /// \code
131  /// UsdLuxLightAPI(stage->GetPrimAtPath(path));
132  /// \endcode
133  ///
134  USDLUX_API
135  static UsdLuxLightAPI
136  Get(const UsdStagePtr &stage, const SdfPath &path);
137 
138 
139  /// Returns true if this <b>single-apply</b> API schema can be applied to
140  /// the given \p prim. If this schema can not be a applied to the prim,
141  /// this returns false and, if provided, populates \p whyNot with the
142  /// reason it can not be applied.
143  ///
144  /// Note that if CanApply returns false, that does not necessarily imply
145  /// that calling Apply will fail. Callers are expected to call CanApply
146  /// before calling Apply if they want to ensure that it is valid to
147  /// apply a schema.
148  ///
149  /// \sa UsdPrim::GetAppliedSchemas()
150  /// \sa UsdPrim::HasAPI()
151  /// \sa UsdPrim::CanApplyAPI()
152  /// \sa UsdPrim::ApplyAPI()
153  /// \sa UsdPrim::RemoveAPI()
154  ///
155  USDLUX_API
156  static bool
157  CanApply(const UsdPrim &prim, std::string *whyNot=nullptr);
158 
159  /// Applies this <b>single-apply</b> API schema to the given \p prim.
160  /// This information is stored by adding "LightAPI" to the
161  /// token-valued, listOp metadata \em apiSchemas on the prim.
162  ///
163  /// \return A valid UsdLuxLightAPI object is returned upon success.
164  /// An invalid (or empty) UsdLuxLightAPI object is returned upon
165  /// failure. See \ref UsdPrim::ApplyAPI() for conditions
166  /// resulting in failure.
167  ///
168  /// \sa UsdPrim::GetAppliedSchemas()
169  /// \sa UsdPrim::HasAPI()
170  /// \sa UsdPrim::CanApplyAPI()
171  /// \sa UsdPrim::ApplyAPI()
172  /// \sa UsdPrim::RemoveAPI()
173  ///
174  USDLUX_API
175  static UsdLuxLightAPI
176  Apply(const UsdPrim &prim);
177 
178 protected:
179  /// Returns the kind of schema this class belongs to.
180  ///
181  /// \sa UsdSchemaKind
182  USDLUX_API
183  UsdSchemaKind _GetSchemaKind() const override;
184 
185 private:
186  // needs to invoke _GetStaticTfType.
187  friend class UsdSchemaRegistry;
188  USDLUX_API
189  static const TfType &_GetStaticTfType();
190 
191  static bool _IsTypedSchema();
192 
193  // override SchemaBase virtuals.
194  USDLUX_API
195  const TfType &_GetTfType() const override;
196 
197 public:
198  // --------------------------------------------------------------------- //
199  // SHADERID
200  // --------------------------------------------------------------------- //
201  /// Default ID for the light's shader.
202  /// This defines the shader ID for this light when a render context specific
203  /// shader ID is not available.
204  ///
205  /// The default shaderId for the intrinsic UsdLux lights (RectLight,
206  /// DistantLight, etc.) are set to default to the light's type name. For
207  /// each intrinsic UsdLux light, we will always register an SdrShaderNode in
208  /// the SdrRegistry, with the identifier matching the type name and the
209  /// source type "USD", that corresponds to the light's inputs.
210  /// \see GetShaderId
211  /// \see GetShaderIdAttrForRenderContext
212  /// \see SdrRegistry::GetShaderNodeByIdentifier
213  /// \see SdrRegistry::GetShaderNodeByIdentifierAndType
214  ///
215  ///
216  /// | ||
217  /// | -- | -- |
218  /// | Declaration | `uniform token light:shaderId = ""` |
219  /// | C++ Type | TfToken |
220  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Token |
221  /// | \ref SdfVariability "Variability" | SdfVariabilityUniform |
222  USDLUX_API
224 
225  /// See GetShaderIdAttr(), and also
226  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
227  /// If specified, author \p defaultValue as the attribute's default,
228  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
229  /// the default for \p writeSparsely is \c false.
230  USDLUX_API
231  UsdAttribute CreateShaderIdAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
232 
233 public:
234  // --------------------------------------------------------------------- //
235  // MATERIALSYNCMODE
236  // --------------------------------------------------------------------- //
237  /// For a LightAPI applied to geometry that has a bound Material,
238  /// which is entirely or partly emissive, this specifies the relationship
239  /// of the Material response to the lighting response.
240  /// Valid values are:
241  /// - materialGlowTintsLight: All primary and secondary rays see the
242  /// emissive/glow response as dictated by the bound Material while the
243  /// base color seen by light rays (which is then modulated by all of the
244  /// other LightAPI controls) is the multiplication of the color feeding
245  /// the emission/glow input of the Material (i.e. its surface or volume
246  /// shader) with the scalar or pattern input to *inputs:color*.
247  /// This allows the light's color to tint the geometry's glow color while
248  /// preserving access to intensity and other light controls as ways to
249  /// further modulate the illumination.
250  /// - independent: All primary and secondary rays see the emissive/glow
251  /// response as dictated by the bound Material, while the base color seen
252  /// by light rays is determined solely by *inputs:color*. Note that for
253  /// partially emissive geometry (in which some parts are reflective
254  /// rather than emissive), a suitable pattern must be connected to the
255  /// light's color input, or else the light will radiate uniformly from
256  /// the geometry.
257  /// - noMaterialResponse: The geometry behaves as if there is no Material
258  /// bound at all, i.e. there is no diffuse, specular, or transmissive
259  /// response. The base color of light rays is entirely controlled by the
260  /// *inputs:color*. This is the standard mode for "canonical" lights in
261  /// UsdLux and indicates to renderers that a Material will either never
262  /// be bound or can always be ignored.
263  ///
264  ///
265  /// | ||
266  /// | -- | -- |
267  /// | Declaration | `uniform token light:materialSyncMode = "noMaterialResponse"` |
268  /// | C++ Type | TfToken |
269  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Token |
270  /// | \ref SdfVariability "Variability" | SdfVariabilityUniform |
271  /// | \ref UsdLuxTokens "Allowed Values" | materialGlowTintsLight, independent, noMaterialResponse |
272  USDLUX_API
274 
275  /// See GetMaterialSyncModeAttr(), and also
276  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
277  /// If specified, author \p defaultValue as the attribute's default,
278  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
279  /// the default for \p writeSparsely is \c false.
280  USDLUX_API
281  UsdAttribute CreateMaterialSyncModeAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
282 
283 public:
284  // --------------------------------------------------------------------- //
285  // INTENSITY
286  // --------------------------------------------------------------------- //
287  /// Scales the power of the light linearly.
288  ///
289  /// | ||
290  /// | -- | -- |
291  /// | Declaration | `float inputs:intensity = 1` |
292  /// | C++ Type | float |
293  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float |
294  USDLUX_API
296 
297  /// See GetIntensityAttr(), and also
298  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
299  /// If specified, author \p defaultValue as the attribute's default,
300  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
301  /// the default for \p writeSparsely is \c false.
302  USDLUX_API
303  UsdAttribute CreateIntensityAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
304 
305 public:
306  // --------------------------------------------------------------------- //
307  // EXPOSURE
308  // --------------------------------------------------------------------- //
309  /// Scales the power of the light exponentially as a power
310  /// of 2 (similar to an F-stop control over exposure). The result
311  /// is multiplied against the intensity.
312  ///
313  /// | ||
314  /// | -- | -- |
315  /// | Declaration | `float inputs:exposure = 0` |
316  /// | C++ Type | float |
317  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float |
318  USDLUX_API
320 
321  /// See GetExposureAttr(), and also
322  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
323  /// If specified, author \p defaultValue as the attribute's default,
324  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
325  /// the default for \p writeSparsely is \c false.
326  USDLUX_API
327  UsdAttribute CreateExposureAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
328 
329 public:
330  // --------------------------------------------------------------------- //
331  // DIFFUSE
332  // --------------------------------------------------------------------- //
333  /// A multiplier for the effect of this light on the diffuse
334  /// response of materials. This is a non-physical control.
335  ///
336  /// | ||
337  /// | -- | -- |
338  /// | Declaration | `float inputs:diffuse = 1` |
339  /// | C++ Type | float |
340  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float |
341  USDLUX_API
343 
344  /// See GetDiffuseAttr(), and also
345  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
346  /// If specified, author \p defaultValue as the attribute's default,
347  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
348  /// the default for \p writeSparsely is \c false.
349  USDLUX_API
350  UsdAttribute CreateDiffuseAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
351 
352 public:
353  // --------------------------------------------------------------------- //
354  // SPECULAR
355  // --------------------------------------------------------------------- //
356  /// A multiplier for the effect of this light on the specular
357  /// response of materials. This is a non-physical control.
358  ///
359  /// | ||
360  /// | -- | -- |
361  /// | Declaration | `float inputs:specular = 1` |
362  /// | C++ Type | float |
363  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float |
364  USDLUX_API
366 
367  /// See GetSpecularAttr(), and also
368  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
369  /// If specified, author \p defaultValue as the attribute's default,
370  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
371  /// the default for \p writeSparsely is \c false.
372  USDLUX_API
373  UsdAttribute CreateSpecularAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
374 
375 public:
376  // --------------------------------------------------------------------- //
377  // NORMALIZE
378  // --------------------------------------------------------------------- //
379  /// Normalizes power by the surface area of the light.
380  /// This makes it easier to independently adjust the power and shape
381  /// of the light, by causing the power to not vary with the area or
382  /// angular size of the light.
383  ///
384  /// | ||
385  /// | -- | -- |
386  /// | Declaration | `bool inputs:normalize = 0` |
387  /// | C++ Type | bool |
388  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Bool |
389  USDLUX_API
391 
392  /// See GetNormalizeAttr(), and also
393  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
394  /// If specified, author \p defaultValue as the attribute's default,
395  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
396  /// the default for \p writeSparsely is \c false.
397  USDLUX_API
398  UsdAttribute CreateNormalizeAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
399 
400 public:
401  // --------------------------------------------------------------------- //
402  // COLOR
403  // --------------------------------------------------------------------- //
404  /// The color of emitted light, in energy-linear terms.
405  ///
406  /// | ||
407  /// | -- | -- |
408  /// | Declaration | `color3f inputs:color = (1, 1, 1)` |
409  /// | C++ Type | GfVec3f |
410  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Color3f |
411  USDLUX_API
412  UsdAttribute GetColorAttr() const;
413 
414  /// See GetColorAttr(), and also
415  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
416  /// If specified, author \p defaultValue as the attribute's default,
417  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
418  /// the default for \p writeSparsely is \c false.
419  USDLUX_API
420  UsdAttribute CreateColorAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
421 
422 public:
423  // --------------------------------------------------------------------- //
424  // ENABLECOLORTEMPERATURE
425  // --------------------------------------------------------------------- //
426  /// Enables using colorTemperature.
427  ///
428  /// | ||
429  /// | -- | -- |
430  /// | Declaration | `bool inputs:enableColorTemperature = 0` |
431  /// | C++ Type | bool |
432  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Bool |
433  USDLUX_API
435 
436  /// See GetEnableColorTemperatureAttr(), and also
437  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
438  /// If specified, author \p defaultValue as the attribute's default,
439  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
440  /// the default for \p writeSparsely is \c false.
441  USDLUX_API
442  UsdAttribute CreateEnableColorTemperatureAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
443 
444 public:
445  // --------------------------------------------------------------------- //
446  // COLORTEMPERATURE
447  // --------------------------------------------------------------------- //
448  /// Color temperature, in degrees Kelvin, representing the
449  /// white point. The default is a common white point, D65. Lower
450  /// values are warmer and higher values are cooler. The valid range
451  /// is from 1000 to 10000. Only takes effect when
452  /// enableColorTemperature is set to true. When active, the
453  /// computed result multiplies against the color attribute.
454  /// See UsdLuxBlackbodyTemperatureAsRgb().
455  ///
456  /// | ||
457  /// | -- | -- |
458  /// | Declaration | `float inputs:colorTemperature = 6500` |
459  /// | C++ Type | float |
460  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float |
461  USDLUX_API
463 
464  /// See GetColorTemperatureAttr(), and also
465  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
466  /// If specified, author \p defaultValue as the attribute's default,
467  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
468  /// the default for \p writeSparsely is \c false.
469  USDLUX_API
470  UsdAttribute CreateColorTemperatureAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
471 
472 public:
473  // --------------------------------------------------------------------- //
474  // FILTERS
475  // --------------------------------------------------------------------- //
476  /// Relationship to the light filters that apply to this light.
477  ///
478  USDLUX_API
480 
481  /// See GetFiltersRel(), and also
482  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create
483  USDLUX_API
485 
486 public:
487  // ===================================================================== //
488  // Feel free to add custom code below this line, it will be preserved by
489  // the code generator.
490  //
491  // Just remember to:
492  // - Close the class declaration with };
493  // - Close the namespace with PXR_NAMESPACE_CLOSE_SCOPE
494  // - Close the include guard with #endif
495  // ===================================================================== //
496  // --(BEGIN CUSTOM CODE)--
497 
498  // -------------------------------------------------------------------------
499  /// \name Conversion to and from UsdShadeConnectableAPI
500  ///
501  /// @{
502 
503  /// Constructor that takes a ConnectableAPI object.
504  /// Allow implicit conversion of a UsdShadeConnectableAPI to UsdLuxLightAPI
505  USDLUX_API
506  UsdLuxLightAPI(const UsdShadeConnectableAPI &connectable);
507 
508  /// Contructs and returns a UsdShadeConnectableAPI object with this light.
509  ///
510  /// Note that most tasks can be accomplished without explicitly constructing
511  /// a UsdShadeConnectable API, since connection-related API such as
512  /// UsdShadeConnectableAPI::ConnectToSource() are static methods, and
513  /// UsdLuxLightAPI will auto-convert to a UsdShadeConnectableAPI when
514  /// passed to functions that want to act generically on a connectable
515  /// UsdShadeConnectableAPI object.
516  USDLUX_API
518 
519  /// @}
520 
521  // -------------------------------------------------------------------------
522  /// \name Outputs API
523  ///
524  /// Outputs represent a typed attribute on a light whose value is computed
525  /// externally.
526  ///
527  /// @{
528 
529  /// Create an output which can either have a value or can be connected.
530  /// The attribute representing the output is created in the "outputs:"
531  /// namespace. Outputs on a light cannot be connected, as their
532  /// value is assumed to be computed externally.
533  ///
534  USDLUX_API
536  const SdfValueTypeName& typeName);
537 
538  /// Return the requested output if it exists.
539  ///
540  USDLUX_API
541  UsdShadeOutput GetOutput(const TfToken &name) const;
542 
543  /// Outputs are represented by attributes in the "outputs:" namespace.
544  /// If \p onlyAuthored is true (the default), then only return authored
545  /// attributes; otherwise, this also returns un-authored builtins.
546  ///
547  USDLUX_API
548  std::vector<UsdShadeOutput> GetOutputs(bool onlyAuthored=true) const;
549 
550  /// @}
551 
552  // -------------------------------------------------------------------------
553 
554  /// \name Inputs API
555  ///
556  /// Inputs are connectable attribute with a typed value.
557  ///
558  /// Light parameters are encoded as inputs.
559  ///
560  /// @{
561 
562  /// Create an input which can either have a value or can be connected.
563  /// The attribute representing the input is created in the "inputs:"
564  /// namespace. Inputs on lights are connectable.
565  ///
566  USDLUX_API
568  const SdfValueTypeName& typeName);
569 
570  /// Return the requested input if it exists.
571  ///
572  USDLUX_API
573  UsdShadeInput GetInput(const TfToken &name) const;
574 
575  /// Inputs are represented by attributes in the "inputs:" namespace.
576  /// If \p onlyAuthored is true (the default), then only return authored
577  /// attributes; otherwise, this also returns un-authored builtins.
578  ///
579  USDLUX_API
580  std::vector<UsdShadeInput> GetInputs(bool onlyAuthored=true) const;
581 
582  /// @}
583 
584  /// Return the UsdCollectionAPI interface used for examining and
585  /// modifying the light-linking of this light. Light-linking
586  /// controls which geometry this light illuminates.
587  USDLUX_API
589 
590  /// Return the UsdCollectionAPI interface used for examining and
591  /// modifying the shadow-linking of this light. Shadow-linking
592  /// controls which geometry casts shadows from this light.
593  USDLUX_API
595 
596  /// Returns the shader ID attribute for the given \p renderContext.
597  ///
598  /// If \p renderContext is non-empty, this will try to return an attribute
599  /// named _light:shaderId_ with the namespace prefix \p renderContext. For
600  /// example, if the passed in render context is "ri" then the attribute
601  /// returned by this function would have the following signature:
602  /// | ||
603  /// | -- | -- |
604  /// | Declaration | `token ri:light:shaderId` |
605  /// | C++ Type | TfToken |
606  /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Token |
607  ///
608  /// If the render context is empty, this will return the default shader ID
609  /// attribute as returned by GetShaderIdAttr().
610  USDLUX_API
612  const TfToken &renderContext) const;
613 
614  /// Creates the shader ID attribute for the given \p renderContext.
615  ///
616  /// See GetShaderIdAttrForRenderContext(), and also
617  /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
618  /// If specified, author \p defaultValue as the attribute's default,
619  /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
620  /// the default for \p writeSparsely is \c false.
621  USDLUX_API
623  const TfToken &renderContext,
624  VtValue const &defaultValue = VtValue(),
625  bool writeSparsely=false) const;
626 
627  /// Return the light's shader ID for the given list of available
628  /// \p renderContexts.
629  ///
630  /// The shader ID returned by this function is the identifier to use when
631  /// looking up the shader definition for this light in the
632  /// \ref SdrRegistry "shader registry".
633  ///
634  /// The render contexts are expected to be listed in priority order, so
635  /// for each render context provided, this will try to find the shader ID
636  /// attribute specific to that render context (see
637  /// GetShaderIdAttrForRenderContext()) and will return the
638  /// value of the first one found that has a non-empty value. If no shader ID
639  /// value can be found for any of the given render contexts or
640  /// \p renderContexts is empty, then this will return the value of the
641  /// default shader ID attribute (see GetShaderIdAttr()).
642  USDLUX_API
643  TfToken GetShaderId(const TfTokenVector &renderContexts) const;
644 };
645 
647 
648 #endif
USDLUX_API UsdAttribute CreateDiffuseAttr(VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
USDLUX_API UsdShadeConnectableAPI ConnectableAPI() const
static const UsdSchemaKind schemaKind
Definition: lightAPI.h:95
USDLUX_API UsdAttribute CreateExposureAttr(VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
USDLUX_API UsdAttribute GetIntensityAttr() const
UsdLuxLightAPI(const UsdSchemaBase &schemaObj)
Definition: lightAPI.h:109
USDLUX_API UsdAttribute GetDiffuseAttr() const
USDLUX_API UsdAttribute GetExposureAttr() const
USDLUX_API UsdShadeInput CreateInput(const TfToken &name, const SdfValueTypeName &typeName)
UsdLuxLightAPI(const UsdPrim &prim=UsdPrim())
Definition: lightAPI.h:101
USDLUX_API UsdRelationship CreateFiltersRel() const
Single Apply API schema.
USDLUX_API TfToken GetShaderId(const TfTokenVector &renderContexts) const
USDLUX_API UsdAttribute GetShaderIdAttrForRenderContext(const TfToken &renderContext) const
GLsizei const GLchar *const * string
Definition: glcorearb.h:814
USDLUX_API UsdShadeOutput GetOutput(const TfToken &name) const
USDLUX_API UsdShadeOutput CreateOutput(const TfToken &name, const SdfValueTypeName &typeName)
GLsizei const GLchar *const * path
Definition: glcorearb.h:3341
USDLUX_API UsdAttribute CreateColorTemperatureAttr(VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
#define USDLUX_API
Definition: api.h:40
USDLUX_API std::vector< UsdShadeOutput > GetOutputs(bool onlyAuthored=true) const
USDLUX_API std::vector< UsdShadeInput > GetInputs(bool onlyAuthored=true) const
USDLUX_API UsdAttribute CreateEnableColorTemperatureAttr(VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
USDLUX_API UsdAttribute CreateColorAttr(VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
static USDLUX_API bool CanApply(const UsdPrim &prim, std::string *whyNot=nullptr)
USDLUX_API UsdAttribute GetNormalizeAttr() const
USDLUX_API UsdAttribute CreateShaderIdAttrForRenderContext(const TfToken &renderContext, VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
USDLUX_API UsdSchemaKind _GetSchemaKind() const override
static USDLUX_API UsdLuxLightAPI Get(const UsdStagePtr &stage, const SdfPath &path)
Definition: token.h:87
USDLUX_API UsdCollectionAPI GetShadowLinkCollectionAPI() const
USDLUX_API UsdAttribute GetColorAttr() const
USDLUX_API UsdRelationship GetFiltersRel() const
USDLUX_API UsdAttribute CreateMaterialSyncModeAttr(VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
USDLUX_API UsdAttribute GetColorTemperatureAttr() const
USDLUX_API UsdAttribute GetMaterialSyncModeAttr() const
Definition: prim.h:133
USDLUX_API UsdCollectionAPI GetLightLinkCollectionAPI() const
std::vector< TfToken > TfTokenVector
Convenience types.
Definition: token.h:457
GLuint const GLchar * name
Definition: glcorearb.h:786
USDLUX_API UsdAttribute GetEnableColorTemperatureAttr() const
Definition: path.h:290
USDLUX_API UsdAttribute GetSpecularAttr() const
UsdSchemaKind
Definition: common.h:129
virtual USDLUX_API ~UsdLuxLightAPI()
Destructor.
USDLUX_API UsdAttribute CreateNormalizeAttr(VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
PXR_NAMESPACE_CLOSE_SCOPE PXR_NAMESPACE_OPEN_SCOPE
Definition: path.h:1432
USDLUX_API UsdAttribute CreateShaderIdAttr(VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
USDLUX_API UsdAttribute GetShaderIdAttr() const
#define PXR_NAMESPACE_CLOSE_SCOPE
Definition: pxr.h:91
USDLUX_API UsdShadeInput GetInput(const TfToken &name) const
Definition: type.h:64
USDLUX_API UsdAttribute CreateSpecularAttr(VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
USDLUX_API UsdAttribute CreateIntensityAttr(VtValue const &defaultValue=VtValue(), bool writeSparsely=false) const
static USDLUX_API const TfTokenVector & GetSchemaAttributeNames(bool includeInherited=true)
Definition: value.h:164
static USDLUX_API UsdLuxLightAPI Apply(const UsdPrim &prim)