// // Copyright 2016 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #ifndef PXR_IMAGING_GLF_SIMPLE_LIGHT_H #define PXR_IMAGING_GLF_SIMPLE_LIGHT_H /// \file glf/simpleLight.h #include "pxr/pxr.h" #include "pxr/imaging/glf/api.h" #include "pxr/base/gf/matrix4d.h" #include "pxr/base/gf/vec3f.h" #include "pxr/base/gf/vec4f.h" #include "pxr/usd/sdf/path.h" #include "pxr/usd/sdf/assetPath.h" PXR_NAMESPACE_OPEN_SCOPE class GlfSimpleLight final { public: GLF_API GlfSimpleLight(GfVec4f const & position = GfVec4f(0.0, 0.0, 0.0, 1.0)); GLF_API ~GlfSimpleLight(); GLF_API GfMatrix4d const & GetTransform() const; GLF_API void SetTransform(GfMatrix4d const & mat); GLF_API GfVec4f const & GetAmbient() const; GLF_API void SetAmbient(GfVec4f const & ambient); GLF_API GfVec4f const & GetDiffuse() const; GLF_API void SetDiffuse(GfVec4f const & diffuse); GLF_API GfVec4f const & GetSpecular() const; GLF_API void SetSpecular(GfVec4f const & specular); GLF_API GfVec4f const & GetPosition() const; GLF_API void SetPosition(GfVec4f const & position); GLF_API GfVec3f const & GetSpotDirection() const; GLF_API void SetSpotDirection(GfVec3f const & spotDirection); GLF_API float const & GetSpotCutoff() const; GLF_API void SetSpotCutoff(float const & spotCutoff); GLF_API float const & GetSpotFalloff() const; GLF_API void SetSpotFalloff(float const & spotFalloff); GLF_API GfVec3f const & GetAttenuation() const; GLF_API void SetAttenuation(GfVec3f const & attenuation); GLF_API std::vector const & GetShadowMatrices() const; GLF_API void SetShadowMatrices(std::vector const &matrix); GLF_API int GetShadowResolution() const; GLF_API void SetShadowResolution(int resolution); GLF_API float GetShadowBias() const; GLF_API void SetShadowBias(float bias); GLF_API float GetShadowBlur() const; GLF_API void SetShadowBlur(float blur); GLF_API int GetShadowIndexStart() const; GLF_API void SetShadowIndexStart(int shadowStart); GLF_API int GetShadowIndexEnd() const; GLF_API void SetShadowIndexEnd(int shadowEnd); GLF_API bool HasShadow() const; GLF_API void SetHasShadow(bool hasShadow); GLF_API bool IsCameraSpaceLight() const; GLF_API void SetIsCameraSpaceLight(bool isCameraSpaceLight); GLF_API SdfPath const & GetID() const; GLF_API void SetID(SdfPath const & id); GLF_API bool IsDomeLight() const; GLF_API void SetIsDomeLight(bool isDomeLight); /// The path to the (unprocessed) environment map texture. /// /// All textures actually used by the dome light (irradiance, prefilter, /// brdf) are derived from this texture in a pre-calculation step. GLF_API const SdfAssetPath &GetDomeLightTextureFile() const; GLF_API void SetDomeLightTextureFile(const SdfAssetPath &); GLF_API bool operator ==(GlfSimpleLight const & other) const; GLF_API bool operator !=(GlfSimpleLight const & other) const; private: GLF_API friend std::ostream & operator <<(std::ostream &out, const GlfSimpleLight& v); GfVec4f _ambient; GfVec4f _diffuse; GfVec4f _specular; GfVec4f _position; GfVec3f _spotDirection; float _spotCutoff; float _spotFalloff; GfVec3f _attenuation; bool _isCameraSpaceLight; bool _hasShadow; int _shadowResolution; float _shadowBias; float _shadowBlur; int _shadowIndexStart; int _shadowIndexEnd; GfMatrix4d _transform; std::vector _shadowMatrices; // domeLight specific parameters bool _isDomeLight; // path to texture for dome light. SdfAssetPath _domeLightTextureFile; SdfPath _id; }; // VtValue requirements GLF_API std::ostream& operator<<(std::ostream& out, const GlfSimpleLight& v); typedef std::vector GlfSimpleLightVector; // VtValue requirements GLF_API std::ostream& operator<<(std::ostream& out, const GlfSimpleLightVector& pv); PXR_NAMESPACE_CLOSE_SCOPE #endif