// // 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 USDLUX_GENERATED_DOMELIGHT_H #define USDLUX_GENERATED_DOMELIGHT_H /// \file usdLux/domeLight.h #include "pxr/pxr.h" #include "pxr/usd/usdLux/api.h" #include "pxr/usd/usdLux/light.h" #include "pxr/usd/usd/prim.h" #include "pxr/usd/usd/stage.h" #include "pxr/usd/usdLux/tokens.h" #include "pxr/base/vt/value.h" #include "pxr/base/gf/vec3d.h" #include "pxr/base/gf/vec3f.h" #include "pxr/base/gf/matrix4d.h" #include "pxr/base/tf/token.h" #include "pxr/base/tf/type.h" PXR_NAMESPACE_OPEN_SCOPE class SdfAssetPath; // -------------------------------------------------------------------------- // // DOMELIGHT // // -------------------------------------------------------------------------- // /// \class UsdLuxDomeLight /// /// Light emitted inward from a distant external environment, /// such as a sky or IBL light probe. The orientation of a dome light with a /// latlong texture is expected to match the OpenEXR specification for latlong /// environment maps. From the OpenEXR documentation: /// /// ------------------------------------------------------------------------- /// Latitude-Longitude Map: /// /// The environment is projected onto the image using polar coordinates /// (latitude and longitude). A pixel's x coordinate corresponds to /// its longitude, and the y coordinate corresponds to its latitude. /// Pixel (dataWindow.min.x, dataWindow.min.y) has latitude +pi/2 and /// longitude +pi; pixel (dataWindow.max.x, dataWindow.max.y) has /// latitude -pi/2 and longitude -pi. /// /// In 3D space, latitudes -pi/2 and +pi/2 correspond to the negative and /// positive y direction. Latitude 0, longitude 0 points into positive /// z direction; and latitude 0, longitude pi/2 points into positive x /// direction. /// /// The size of the data window should be 2*N by N pixels (width by height), /// where N can be any integer greater than 0. /// ------------------------------------------------------------------------- /// /// /// For any described attribute \em Fallback \em Value or \em Allowed \em Values below /// that are text/tokens, the actual token is published and defined in \ref UsdLuxTokens. /// So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded /// as the value. /// class UsdLuxDomeLight : public UsdLuxLight { public: /// Compile time constant representing what kind of schema this class is. /// /// \sa UsdSchemaType static const UsdSchemaType schemaType = UsdSchemaType::ConcreteTyped; /// Construct a UsdLuxDomeLight on UsdPrim \p prim . /// Equivalent to UsdLuxDomeLight::Get(prim.GetStage(), prim.GetPath()) /// for a \em valid \p prim, but will not immediately throw an error for /// an invalid \p prim explicit UsdLuxDomeLight(const UsdPrim& prim=UsdPrim()) : UsdLuxLight(prim) { } /// Construct a UsdLuxDomeLight on the prim held by \p schemaObj . /// Should be preferred over UsdLuxDomeLight(schemaObj.GetPrim()), /// as it preserves SchemaBase state. explicit UsdLuxDomeLight(const UsdSchemaBase& schemaObj) : UsdLuxLight(schemaObj) { } /// Destructor. USDLUX_API virtual ~UsdLuxDomeLight(); /// 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 static const TfTokenVector & GetSchemaAttributeNames(bool includeInherited=true); /// Return a UsdLuxDomeLight holding the prim adhering to this /// schema at \p path on \p stage. If no prim exists at \p path on /// \p 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: /// /// \code /// UsdLuxDomeLight(stage->GetPrimAtPath(path)); /// \endcode /// USDLUX_API static UsdLuxDomeLight Get(const UsdStagePtr &stage, const SdfPath &path); /// Attempt to ensure a \a UsdPrim adhering to this schema at \p path /// is defined (according to UsdPrim::IsDefined()) on this stage. /// /// If a prim adhering to this schema at \p path is already defined on this /// stage, return that prim. Otherwise author an \a SdfPrimSpec with /// \a specifier == \a SdfSpecifierDef and this schema's prim type name for /// the prim at \p path at the current EditTarget. Author \a SdfPrimSpec s /// with \p specifier == \a SdfSpecifierDef and empty typeName at the /// current EditTarget for any nonexistent, or existing but not \a Defined /// ancestors. /// /// The given \a path must be an absolute prim path that does not contain /// any variant selections. /// /// If it is impossible to author any of the necessary PrimSpecs, (for /// example, in case \a path cannot map to the current UsdEditTarget's /// namespace) issue an error and return an invalid \a UsdPrim. /// /// Note that this method may return a defined prim whose typeName does not /// specify this schema class, in case a stronger typeName opinion overrides /// the opinion at the current EditTarget. /// USDLUX_API static UsdLuxDomeLight Define(const UsdStagePtr &stage, const SdfPath &path); protected: /// Returns the type of schema this class belongs to. /// /// \sa UsdSchemaType USDLUX_API UsdSchemaType _GetSchemaType() const override; private: // needs to invoke _GetStaticTfType. friend class UsdSchemaRegistry; USDLUX_API static const TfType &_GetStaticTfType(); static bool _IsTypedSchema(); // override SchemaBase virtuals. USDLUX_API const TfType &_GetTfType() const override; public: // --------------------------------------------------------------------- // // TEXTUREFILE // --------------------------------------------------------------------- // /// A color texture to use on the dome, such as an HDR (high /// dynamic range) texture intended for IBL (image based lighting). /// /// | || /// | -- | -- | /// | Declaration | `asset texture:file` | /// | C++ Type | SdfAssetPath | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Asset | USDLUX_API UsdAttribute GetTextureFileAttr() const; /// See GetTextureFileAttr(), and also /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. /// If specified, author \p defaultValue as the attribute's default, /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - /// the default for \p writeSparsely is \c false. USDLUX_API UsdAttribute CreateTextureFileAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // TEXTUREFORMAT // --------------------------------------------------------------------- // /// Specifies the parameterization of the color map file. /// Valid values are: /// - automatic: Tries to determine the layout from the file itself. /// For example, Renderman texture files embed an explicit /// parameterization. /// - latlong: Latitude as X, longitude as Y. /// - mirroredBall: An image of the environment reflected in a /// sphere, using an implicitly orthogonal projection. /// - angular: Similar to mirroredBall but the radial dimension /// is mapped linearly to the angle, providing better sampling /// at the edges. /// - cubeMapVerticalCross: A cube map with faces laid out as a /// vertical cross. /// /// /// | || /// | -- | -- | /// | Declaration | `token texture:format = "automatic"` | /// | C++ Type | TfToken | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Token | /// | \ref UsdLuxTokens "Allowed Values" | automatic, latlong, mirroredBall, angular, cubeMapVerticalCross | USDLUX_API UsdAttribute GetTextureFormatAttr() const; /// See GetTextureFormatAttr(), and also /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. /// If specified, author \p defaultValue as the attribute's default, /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - /// the default for \p writeSparsely is \c false. USDLUX_API UsdAttribute CreateTextureFormatAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // PORTALS // --------------------------------------------------------------------- // /// Optional portals to guide light sampling. /// USDLUX_API UsdRelationship GetPortalsRel() const; /// See GetPortalsRel(), and also /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create USDLUX_API UsdRelationship CreatePortalsRel() const; public: // ===================================================================== // // Feel free to add custom code below this line, it will be preserved by // the code generator. // // Just remember to: // - Close the class declaration with }; // - Close the namespace with PXR_NAMESPACE_CLOSE_SCOPE // - Close the include guard with #endif // ===================================================================== // // --(BEGIN CUSTOM CODE)-- /// Adds a transformation op, if neeeded, to orient the dome to align with /// the stage's up axis. Uses UsdLuxTokens->orientToStageUpAxis as the op /// suffix. If an op with this suffix already exists, this method assumes /// it is already applying the proper correction and does nothing further. /// If no op is required to match the stage's up axis, no op will be /// created. /// /// \see UsdGeomXformOp /// \see UsdGeomGetStageUpAxis USDLUX_API void OrientToStageUpAxis() const; }; PXR_NAMESPACE_CLOSE_SCOPE #endif