// // 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_LIGHTING_CONTEXT_H #define PXR_IMAGING_GLF_SIMPLE_LIGHTING_CONTEXT_H /// \file glf/simpleLightingContext.h #include "pxr/pxr.h" #include "pxr/imaging/glf/api.h" #include "pxr/imaging/glf/simpleLight.h" #include "pxr/imaging/glf/simpleMaterial.h" #include "pxr/imaging/glf/simpleShadowArray.h" #include "pxr/base/gf/matrix4d.h" #include "pxr/base/gf/vec4f.h" #include "pxr/base/tf/declarePtrs.h" #include "pxr/base/tf/refBase.h" #include "pxr/base/tf/weakBase.h" PXR_NAMESPACE_OPEN_SCOPE TF_DECLARE_WEAK_AND_REF_PTRS(GlfBindingMap); TF_DECLARE_WEAK_AND_REF_PTRS(GlfUniformBlock); TF_DECLARE_WEAK_AND_REF_PTRS(GlfSimpleLightingContext); TF_DECLARE_WEAK_AND_REF_PTRS(GlfSimpleShadowArray); class GlfSimpleLightingContext : public TfRefBase, public TfWeakBase { public: typedef GlfSimpleLightingContext This; GLF_API static GlfSimpleLightingContextRefPtr New(); GLF_API void SetLights(GlfSimpleLightVector const & lights); GLF_API GlfSimpleLightVector & GetLights(); // returns the effective number of lights taken into account // in composable/compatible shader constraints GLF_API int GetNumLightsUsed() const; // returns the number of shadow maps needed, by summing shadow maps // allocated to each light. GLF_API int ComputeNumShadowsUsed() const; GLF_API void SetShadows(GlfSimpleShadowArrayRefPtr const & shadows); GLF_API GlfSimpleShadowArrayRefPtr const & GetShadows(); GLF_API void SetMaterial(GlfSimpleMaterial const & material); GLF_API GlfSimpleMaterial const & GetMaterial() const; GLF_API void SetSceneAmbient(GfVec4f const & sceneAmbient); GLF_API GfVec4f const & GetSceneAmbient() const; GLF_API void SetCamera(GfMatrix4d const &worldToViewMatrix, GfMatrix4d const &projectionMatrix); GLF_API void SetUseLighting(bool val); GLF_API bool GetUseLighting() const; // returns true if any light has shadow enabled. GLF_API bool GetUseShadows() const; GLF_API void SetUseColorMaterialDiffuse(bool val); GLF_API bool GetUseColorMaterialDiffuse() const; GLF_API void InitUniformBlockBindings(GlfBindingMapPtr const &bindingMap) const; GLF_API void InitSamplerUnitBindings(GlfBindingMapPtr const &bindingMap) const; GLF_API void BindUniformBlocks(GlfBindingMapPtr const &bindingMap); GLF_API void BindSamplers(GlfBindingMapPtr const &bindingMap); GLF_API void UnbindSamplers(GlfBindingMapPtr const &bindingMap); GLF_API void SetStateFromOpenGL(); protected: GLF_API GlfSimpleLightingContext(); GLF_API ~GlfSimpleLightingContext(); private: GlfSimpleLightVector _lights; GlfSimpleShadowArrayRefPtr _shadows; GfMatrix4d _worldToViewMatrix; GfMatrix4d _projectionMatrix; GlfSimpleMaterial _material; GfVec4f _sceneAmbient; bool _useLighting; bool _useShadows; bool _useColorMaterialDiffuse; GlfUniformBlockRefPtr _lightingUniformBlock; GlfUniformBlockRefPtr _shadowUniformBlock; GlfUniformBlockRefPtr _materialUniformBlock; GlfUniformBlockRefPtr _bindlessShadowlUniformBlock; bool _lightingUniformBlockValid; bool _shadowUniformBlockValid; bool _materialUniformBlockValid; }; PXR_NAMESPACE_CLOSE_SCOPE #endif