// // 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 USDRI_GENERATED_LIGHTAPI_H #define USDRI_GENERATED_LIGHTAPI_H /// \file usdRi/lightAPI.h #include "pxr/pxr.h" #include "pxr/usd/usdRi/api.h" #include "pxr/usd/usd/apiSchemaBase.h" #include "pxr/usd/usd/prim.h" #include "pxr/usd/usd/stage.h" #include "pxr/usd/usdRi/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; // -------------------------------------------------------------------------- // // RILIGHTAPI // // -------------------------------------------------------------------------- // /// \class UsdRiLightAPI /// /// /// \deprecated RenderMan-specific light settings will move to a /// new schema in a future release. /// /// RiLightAPI is an API schema that provides an interface /// to add Renderman-specific attributes to lights. /// class UsdRiLightAPI : public UsdAPISchemaBase { public: /// Compile time constant representing what kind of schema this class is. /// /// \sa UsdSchemaType static const UsdSchemaType schemaType = UsdSchemaType::SingleApplyAPI; /// Construct a UsdRiLightAPI on UsdPrim \p prim . /// Equivalent to UsdRiLightAPI::Get(prim.GetStage(), prim.GetPath()) /// for a \em valid \p prim, but will not immediately throw an error for /// an invalid \p prim explicit UsdRiLightAPI(const UsdPrim& prim=UsdPrim()) : UsdAPISchemaBase(prim) { } /// Construct a UsdRiLightAPI on the prim held by \p schemaObj . /// Should be preferred over UsdRiLightAPI(schemaObj.GetPrim()), /// as it preserves SchemaBase state. explicit UsdRiLightAPI(const UsdSchemaBase& schemaObj) : UsdAPISchemaBase(schemaObj) { } /// Destructor. USDRI_API virtual ~UsdRiLightAPI(); /// 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. USDRI_API static const TfTokenVector & GetSchemaAttributeNames(bool includeInherited=true); /// Return a UsdRiLightAPI 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 /// UsdRiLightAPI(stage->GetPrimAtPath(path)); /// \endcode /// USDRI_API static UsdRiLightAPI Get(const UsdStagePtr &stage, const SdfPath &path); /// Applies this single-apply API schema to the given \p prim. /// This information is stored by adding "RiLightAPI" to the /// token-valued, listOp metadata \em apiSchemas on the prim. /// /// \return A valid UsdRiLightAPI object is returned upon success. /// An invalid (or empty) UsdRiLightAPI object is returned upon /// failure. See \ref UsdPrim::ApplyAPI() for conditions /// resulting in failure. /// /// \sa UsdPrim::GetAppliedSchemas() /// \sa UsdPrim::HasAPI() /// \sa UsdPrim::ApplyAPI() /// \sa UsdPrim::RemoveAPI() /// USDRI_API static UsdRiLightAPI Apply(const UsdPrim &prim); protected: /// Returns the type of schema this class belongs to. /// /// \sa UsdSchemaType USDRI_API UsdSchemaType _GetSchemaType() const override; private: // needs to invoke _GetStaticTfType. friend class UsdSchemaRegistry; USDRI_API static const TfType &_GetStaticTfType(); static bool _IsTypedSchema(); // override SchemaBase virtuals. USDRI_API const TfType &_GetTfType() const override; public: // --------------------------------------------------------------------- // // RISAMPLINGFIXEDSAMPLECOUNT // --------------------------------------------------------------------- // /// Specifies an override of the number of light samples to be /// taken for this light source. If set to something other than zero, /// it will override the sampling performed by the integrator and can /// result in a performance impact. For scenes that have lots of lights, /// resulting in some lights that are under-sampled, you may want to set /// it to non-zero. /// /// | || /// | -- | -- | /// | Declaration | `int ri:sampling:fixedSampleCount` | /// | C++ Type | int | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Int | USDRI_API UsdAttribute GetRiSamplingFixedSampleCountAttr() const; /// See GetRiSamplingFixedSampleCountAttr(), 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. USDRI_API UsdAttribute CreateRiSamplingFixedSampleCountAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // RISAMPLINGIMPORTANCEMULTIPLIER // --------------------------------------------------------------------- // /// Importance of this light for noise control. /// /// | || /// | -- | -- | /// | Declaration | `float ri:sampling:importanceMultiplier = 1` | /// | C++ Type | float | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float | USDRI_API UsdAttribute GetRiSamplingImportanceMultiplierAttr() const; /// See GetRiSamplingImportanceMultiplierAttr(), 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. USDRI_API UsdAttribute CreateRiSamplingImportanceMultiplierAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // RIINTENSITYNEARDIST // --------------------------------------------------------------------- // /// Near distance between the point being illuminated and the /// light at which the sample doesn't get brighter. This may help you /// avoid hot spots and sampling issues where a light is near a /// surface. /// /// | || /// | -- | -- | /// | Declaration | `float ri:intensityNearDist` | /// | C++ Type | float | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float | USDRI_API UsdAttribute GetRiIntensityNearDistAttr() const; /// See GetRiIntensityNearDistAttr(), 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. USDRI_API UsdAttribute CreateRiIntensityNearDistAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // RILIGHTGROUP // --------------------------------------------------------------------- // /// Specify the light group name used for light group LPEs. /// This is useful to generate per-light AOVs for later adjustment /// in compositing. /// /// | || /// | -- | -- | /// | Declaration | `string ri:lightGroup` | /// | C++ Type | std::string | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->String | USDRI_API UsdAttribute GetRiLightGroupAttr() const; /// See GetRiLightGroupAttr(), 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. USDRI_API UsdAttribute CreateRiLightGroupAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // RISHADOWTHINSHADOW // --------------------------------------------------------------------- // /// Enable thin shadow and disable refraction caustics for this /// light. This parameter will ignored if Trace Light Paths is /// enabled. This is a non-physical control that creates "fake" /// colored shadows for transmissive objects without needing to /// generate photons for caustics. /// /// | || /// | -- | -- | /// | Declaration | `bool ri:shadow:thinShadow` | /// | C++ Type | bool | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Bool | USDRI_API UsdAttribute GetRiShadowThinShadowAttr() const; /// See GetRiShadowThinShadowAttr(), 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. USDRI_API UsdAttribute CreateRiShadowThinShadowAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // RITRACELIGHTPATHS // --------------------------------------------------------------------- // /// Enable light and photon tracing from this light. This /// value enforces a physically-based light and as a side-effect /// disables the above Shadows controls. Users may use this feature /// to selectively decide which lights emit photons when using the /// PxrVCM or PxrUPBP Integrators. /// /// | || /// | -- | -- | /// | Declaration | `bool ri:trace:lightPaths` | /// | C++ Type | bool | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Bool | USDRI_API UsdAttribute GetRiTraceLightPathsAttr() const; /// See GetRiTraceLightPathsAttr(), 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. USDRI_API UsdAttribute CreateRiTraceLightPathsAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) 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)-- }; PXR_NAMESPACE_CLOSE_SCOPE #endif