// // 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_RILIGHTFILTERAPI_H #define USDRI_GENERATED_RILIGHTFILTERAPI_H /// \file usdRi/riLightFilterAPI.h #include "pxr/pxr.h" #include "pxr/usd/usdRi/api.h" #include "pxr/usd/usd/schemaBase.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; // -------------------------------------------------------------------------- // // RILIGHTFILTERAPI // // -------------------------------------------------------------------------- // /// \class UsdRiRiLightFilterAPI /// /// Renderman-specific attributes for light filters. /// /// 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 UsdRiTokens. /// So to set an attribute to the value "rightHanded", use UsdRiTokens->rightHanded /// as the value. /// class UsdRiRiLightFilterAPI : public UsdSchemaBase { public: /// Compile-time constant indicating whether or not this class corresponds /// to a concrete instantiable prim type in scene description. If this is /// true, GetStaticPrimDefinition() will return a valid prim definition with /// a non-empty typeName. static const bool IsConcrete = false; /// Construct a UsdRiRiLightFilterAPI on UsdPrim \p prim . /// Equivalent to UsdRiRiLightFilterAPI::Get(prim.GetStage(), prim.GetPath()) /// for a \em valid \p prim, but will not immediately throw an error for /// an invalid \p prim explicit UsdRiRiLightFilterAPI(const UsdPrim& prim=UsdPrim()) : UsdSchemaBase(prim) { } /// Construct a UsdRiRiLightFilterAPI on the prim held by \p schemaObj . /// Should be preferred over UsdRiRiLightFilterAPI(schemaObj.GetPrim()), /// as it preserves SchemaBase state. explicit UsdRiRiLightFilterAPI(const UsdSchemaBase& schemaObj) : UsdSchemaBase(schemaObj) { } /// Destructor. USDRI_API virtual ~UsdRiRiLightFilterAPI(); /// 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 UsdRiRiLightFilterAPI 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 /// UsdRiRiLightFilterAPI(stage->GetPrimAtPath(path)); /// \endcode /// USDRI_API static UsdRiRiLightFilterAPI Get(const UsdStagePtr &stage, const SdfPath &path); private: // needs to invoke _GetStaticTfType. friend class UsdSchemaRegistry; USDRI_API static const TfType &_GetStaticTfType(); static bool _IsTypedSchema(); // override SchemaBase virtuals. USDRI_API virtual const TfType &_GetTfType() const; public: // --------------------------------------------------------------------- // // RICOMBINEMODE // --------------------------------------------------------------------- // /// Specifies how this filter combines with others. /// Valid values are: /// /// - multiply: The results of filters are multiplied together /// - max: The maximum result of the filters is used. This /// works best for grey-scale filters. /// - min: The minimum result of the filters is used. This /// works best for grey-scale filters. /// - screen: Similar to max, but combines gradients in a smoother /// way by using a screen operation: ///
screen(a,b) = 1-(1-a)(1-b)
/// This works best for grey-scale filters. /// /// Light filters on a light are grouped by their combine mode. /// Each group is executed and combined using that mode. Then, /// the final results of each group are multiplied together. /// /// Fallback: multiply /// /// /// \n C++ Type: TfToken /// \n Usd Type: SdfValueTypeNames->Token /// \n Variability: SdfVariabilityVarying /// \n Fallback Value: No Fallback /// \n \ref UsdRiTokens "Allowed Values": [multiply, max, min, screen] USDRI_API UsdAttribute GetRiCombineModeAttr() const; /// See GetRiCombineModeAttr(), 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 CreateRiCombineModeAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // RIDENSITY // --------------------------------------------------------------------- // /// Scales the strength of the filter. /// /// \n C++ Type: float /// \n Usd Type: SdfValueTypeNames->Float /// \n Variability: SdfVariabilityVarying /// \n Fallback Value: No Fallback USDRI_API UsdAttribute GetRiDensityAttr() const; /// See GetRiDensityAttr(), 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 CreateRiDensityAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // RIINVERT // --------------------------------------------------------------------- // /// When true, inverts the output of the light filter. /// /// \n C++ Type: bool /// \n Usd Type: SdfValueTypeNames->Bool /// \n Variability: SdfVariabilityVarying /// \n Fallback Value: No Fallback USDRI_API UsdAttribute GetRiInvertAttr() const; /// See GetRiInvertAttr(), 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 CreateRiInvertAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // RIINTENSITY // --------------------------------------------------------------------- // /// Multipier for the diffuse and specular result. /// /// \n C++ Type: float /// \n Usd Type: SdfValueTypeNames->Float /// \n Variability: SdfVariabilityVarying /// \n Fallback Value: No Fallback USDRI_API UsdAttribute GetRiIntensityAttr() const; /// See GetRiIntensityAttr(), 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 CreateRiIntensityAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // RIDIFFUSE // --------------------------------------------------------------------- // /// A multiplier for the effect of this light on the diffuse /// response of materials. This is a non-physical control. /// /// \n C++ Type: float /// \n Usd Type: SdfValueTypeNames->Float /// \n Variability: SdfVariabilityVarying /// \n Fallback Value: No Fallback USDRI_API UsdAttribute GetRiDiffuseAttr() const; /// See GetRiDiffuseAttr(), 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 CreateRiDiffuseAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // RISPECULAR // --------------------------------------------------------------------- // /// A multiplier for the effect of this light on the specular /// response of materials. This is a non-physical control. /// /// \n C++ Type: float /// \n Usd Type: SdfValueTypeNames->Float /// \n Variability: SdfVariabilityVarying /// \n Fallback Value: No Fallback USDRI_API UsdAttribute GetRiSpecularAttr() const; /// See GetRiSpecularAttr(), 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 CreateRiSpecularAttr(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