// // 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_USD_USD_HYDRA_TOKENS_H #define PXR_USD_USD_HYDRA_TOKENS_H /// \file usdHydra/tokens.h // XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX // // This is an automatically generated file (by usdGenSchema.py). // Do not hand-edit! // // XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX #include "pxr/pxr.h" #include "pxr/usd/usdHydra/api.h" #include "pxr/base/tf/staticData.h" #include "pxr/base/tf/token.h" #include PXR_NAMESPACE_OPEN_SCOPE /// \class UsdHydraTokensType /// /// \link UsdHydraTokens \endlink provides static, efficient /// \link TfToken TfTokens\endlink for use in all public USD API. /// /// These tokens were auto-generated from the deprecated UsdHydra schemas. They /// represent property names, shader input names and associated values. The /// schemas have been deleted, but these tokens are being kept alive to assist /// with the gradual transition to the new style hydra shaders that are based /// off of the new shader registry. /// struct UsdHydraTokensType { USDHYDRA_API UsdHydraTokensType(); /// \brief "HwPrimvar_1" /// /// The id value of a Primvar shader. const TfToken HwPrimvar_1; /// \brief "HwPtexTexture_1" /// /// The id value of a PtexTexture shader. const TfToken HwPtexTexture_1; /// \brief "HwUvTexture_1" /// /// The id value of a UvTexture shader. const TfToken HwUvTexture_1; /// \brief "displayLook:bxdf" /// \deprecated This has been deprecated in favor of the glslfx:surface output. /// /// Relationship on a material that targets the "bxdf" or the surface /// shader prim. const TfToken displayLookBxdf; /// \brief "info:filename" /// /// The special "info:filename" property of a hydra Texture shader, which /// points to a resolvable texture asset. const TfToken infoFilename; /// \brief "info:varname" /// /// const TfToken infoVarname; /// \brief "textureMemory" /// /// A shader input on a hydra Texture shader. const TfToken textureMemory; /// \brief "frame" /// /// A shader input on a "Texture" shader. const TfToken frame; /// \brief "uv" /// /// A shader input on a hydra UvTexture shader. const TfToken uv; /// \brief "wrapS" /// /// A shader input on a hydra UvTexture shader which defines the behavior of /// texture coordinates that are outside the bounds of the texture. const TfToken wrapS; /// \brief "wrapT" /// /// A shader input on a hydra UvTexture shader which defines the behavior of /// texture coordinates that are outside the bounds of the texture. const TfToken wrapT; /// \brief "black" /// /// Possible value for "wrapT" and "wrapS" inputs on a "UvTexture" /// shader prim. /// Causes black to be returned when sampling outside the bounds of the /// texture., const TfToken black; /// \brief "clamp" /// /// Possible value for "wrapT" and "wrapS" inputs on a "UvTexture" /// shader prim. /// Causes the the texture coordinate to be clamped to [0,1]. const TfToken clamp; /// \brief "mirror" /// /// Possible value for "wrapT" and "wrapS" inputs on a "UvTexture" /// shader prim. /// Causes the texture coordinate to wrap around like a mirror. /// -0.2 becomes 0.2, -1.2 becomes 0.8, etc. , const TfToken mirror; /// \brief "repeat" /// /// Possible value for "wrapT" and "wrapS" inputs on a "UvTexture" /// shader prim. /// Causes the texture coordinate to wrap around the texture. So a texture /// coordinate of -0.2 becomes the equivalent of 0.8. const TfToken repeat; /// \brief "useMetadata" /// /// Possible value for "wrapT" and "wrapS" inputs on a "UvTexture" /// shader prim. /// Causes the wrap value to be loaded from the texture file instead /// of being specified in the prim. If the texture file doesn't support /// metadata or the metadata doesn't contain a wrap mode, the "black" /// wrap mode is used. const TfToken useMetadata; /// \brief "magFilter" /// /// An input on a UvTexture shader. const TfToken magFilter; /// \brief "minFilter" /// /// An input on a UvTexture shader. const TfToken minFilter; /// \brief "linearMipmapLinear" /// /// See https://www.opengl.org/wiki/Sampler_Object , /// Possible value for the "minFilter" input on a UvTexture shader. const TfToken linearMipmapLinear; /// \brief "linearMipmapNearest" /// /// See https://www.opengl.org/wiki/Sampler_Object /// Possible value for the "minFilter" input on a UvTexture shader. const TfToken linearMipmapNearest; /// \brief "nearestMipmapNearest" /// /// See https://www.opengl.org/wiki/Sampler_Object /// Possible value for the "minFilter" input on a UvTexture shader. const TfToken nearestMipmapNearest; /// \brief "linear" /// /// A weighted linear blend of nearest adjacent samples. /// Possible value for "minFilter" and "magFilter" inputs on a UvTexture /// shader. const TfToken linear; /// /// \brief "nearest" /// /// Selects the nearest sample for the given coordinate /// Possible value for "minFilter" and "magFilter" inputs on a UvTexture /// shader. const TfToken nearest; /// \brief "nearestMipmapLinear" /// /// See https://www.opengl.org/wiki/Sampler_Object /// Possible value for "minFilter" and "magFilter" inputs on a UvTexture /// shader. const TfToken nearestMipmapLinear; /// \brief "faceIndex" /// /// The "faceIndex" shader input on a hydra "PtexTexture" shader. const TfToken faceIndex; /// \brief "faceOffset" /// /// The "faceOffset" shader input on a hydra "PtexTexture" shader. const TfToken faceOffset; /// A vector of all of the tokens listed above. const std::vector allTokens; }; /// \var UsdHydraTokens /// /// A global variable with static, efficient \link TfToken TfTokens\endlink /// for use in all public USD API. \sa UsdHydraTokensType extern USDHYDRA_API TfStaticData UsdHydraTokens; PXR_NAMESPACE_CLOSE_SCOPE #endif